This is probably a very noob question hence I put it off as long as I could! But here goes....
This is my setup for baking a groom (converted to geometry) onto a piece of geometry in Marmoset (tried in Blender with a cage as well - exact same results):
- groom is set up as the high poly
- head cutout/haircap is set as the low (all normals facing outward)
- green is the cage inside Marmoset
This gives me a garbled result with plenty of baking errors, like so - errors marked in red:
Is there any easy way to avoid these? Duplicating the lowpoly and adding it to the high poly slot solves the issue completely but then I am forced to mask out the hair strands by material ID or similar. I can also split up the groom into slices for left side/right side/front and so on and bake them separately. All certainly doable but ideally I am looking for a way to get clean bakes right away.
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Idk, perhapes unfold UVs in individual polys? It's quite risky..!