Can you help me understand why I get those artifatcs after bake?
baking menu:
maya meshes:
(same maya scene but high poly moved a little bit, moving high poly to the original position doesn't fix my problem)
Every mesh (high and low) have the same material applied to them
Replies
Every group exported as a separate fbx
Hi! Can you make the bake files available so one can take a look? A problematic part is sufficient (e.g. arm part). If too large, upload somewhere, share link.
Else: Check if transform is applied, no negative scale, no inverted faces.
Hi! I took a look at the files: The low-polys geometry is duplicated and inverted, while using same UVs. I would think that's by accident as the inside likely wont be seen. If you wanted to bake/texture the inside too, you would have to pack the UVs so they don't overlap, or move the insides UVs out of the 0-1 space to prevent them from being baked.
duplicated geometry using same UVs:
Bake result with duplicated geometry removed:
Problem solved, for anyone who is interested: just turn off Average Normals
Thank you, my problem solved
Hey, glad you got it working!
I assume what causes the problem with average normals enabled, is that it will sort of merge vertices at same location (in order to average vertex normals on hard edges). With the inner shell not offset at all, it gets merged with the outer shell. Here is a screenshot of the cage preview with average normals ticked, going in both direction:
Another way around this issue would be to offset the inner shell slightly, so the vertices of both shells are not sitting on top of each other (like it would be with actual thickness). This way you can keep averaged normal ticked in case the model uses hard edges - which doesn't seem to be the case here. Description of "Average Normals" parameter in the documentation.
Offsetting the inner shells UV by 1 might still be a good idea. But hey, if it works it works. Much success with your project 🚀
Thank you very much for details!