Hello! I recently had issues when baking the curvature and object space normal map. It appears some triangulation of the mesh, as well as this big rectangle, Im unsure how to fix it. it may be because y stacked some shells on the uvs? it bakes fine when i don't stack the shells
Hi! For mirrored or duplicated/instanced parts I would offset the UVs by 1, to prevent data present at different locations of the mesh getting baked to the same pixels.
I fixed it, so I just delete half of the model and mirrored it.
Generally, this should be avoided as it can cause artifacts along the center seam. Offsetting the mirrored UVs by 1 unit will prevent those sections from being considered in the bake but won't cause any other problems.
I fixed it, so I just delete half of the model and mirrored it.
Generally, this should be avoided as it can cause artifacts along the center seam. Offsetting the mirrored UVs by 1 unit will prevent those sections from being considered in the bake but won't cause any other problems.
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