Hello, whenever I bake my 3d model I get some weird error at the border of the blade, does someone know what is happening and what to do to correct or prevent this?
Theres a few issues: Low poly isnt conforming to the High poly enough to capture bake info correctly Aliasing due to lack clean and straightened UVs Possibly part of your UV shell going outside the 0-1 space (2nd pic, tip of blade)
As an aside, if youre trying to make a game asset you could likely drop your tri count by like 20k and still maintain the fidelity. Optimization is a valuable skill to pick up
Theres a few issues: Low poly isnt conforming to the High poly enough to capture bake info correctly Aliasing due to lack clean and straightened UVs Possibly part of your UV shell going outside the 0-1 space (2nd pic, tip of blade)
As an aside, if youre trying to make a game asset you could likely drop your tri count by like 20k and still maintain the fidelity. Optimization is a valuable skill to pick up
do you think that if I make a cage for the blade it will help??
Eh if you want but I think you could easily take care of that first issue by just moving some verts around. Personally, i dont make cages or bake in Painter. Marmoset Toolbag makes the baking process incredibly painless.
Replies
Low poly isnt conforming to the High poly enough to capture bake info correctly
Aliasing due to lack clean and straightened UVs
Possibly part of your UV shell going outside the 0-1 space (2nd pic, tip of blade)
As an aside, if youre trying to make a game asset you could likely drop your tri count by like 20k and still maintain the fidelity. Optimization is a valuable skill to pick up