I was wondering if some experts could help me out with something... What's the best way of approaching the baking of clothing? Is thickness added to the low poly meshes first? I figured it would need to be added afterwards, but when I tried that, there were Normal issues around the edges. I'm guessing the right approach would be to add a separate Smoothing Group to those outer rings that run through the middle and give them their own UVs...?
Also, for things like sleeve pieces, plackets, pockets etc. how are they handled? Are they merged with the main piece, like, say... a shirt...? I currently have a shirt with plackets and rolled sleeves that are part of my high and low polys. However, Substance Painter is projecting those elements below/onto the surface as well. Do those things need to be separate? And if so, wouldn't merging them back afterwards cause similar problems as adding thickness at the end? I imagine the Normals etc would change. If they don't need to be separated, how can the projection to the surface of the mesh be avoided? Ignore Backfaces is enabled by default for me... I've also tried different frontal and rear distances. Is this something only a cage could prevent?
Any suggestions would be greatly appreciated. :)