Hello.
With the new addition of baking PBR textures from a highpoly I thought I'd give LOD creation a go by baking down my lowpoly mesh onto a completely separate LOD1 made from scratch and unwrapped with unique UVs.
For the most part, it works really well. The only issues I really see are with the normal map baking. It seems all details instead of for example going upwards are going inwards and any hard edges or UV seams appear super ugly. It also seems the smoothing from LOD0 is bleeding through into the bake.
I've been flipping channels like hell, both in the materials of LOD1 and LOD0 as well as in the baker settings. No combination that I've found seems to do the trick. Other combos just look much worse. Hoping I'm missing some magic step, or is this not supported? Maybe it's a broken feature? Thanks.
Replies
The hard edges problem is unexpected but could be related to tangent mismatching as well.
Tangent space is definitely the same wherever I have the option to set it.
I even made a completely fresh scene. Here you can see three different meshes. Far right is lowpoly in the original highpoly to lowpoly baker, in the middle is the exact same lowpoly used to bake to LOD1 with the same normal map applied. Far left is LOD1 baked from the middle mesh. There's only two bakers and both have Mikktspace, all the objects in the bakers are automatically assigned mikktspace from the baker. Made sure not to ever flip Y channel either in this new scene. Same results.