I have a question regarding baking of a mesh with areas that are situated very close to each other. For example, a robe with a hood, where the hood touches the back, so to say (to show what I mean attaching a example from hogwarts legacy). So the whole robe is a single mesh so don’t think exploding is the way to solve the problem. And I guess there’s no way you can adjust the cage so it saves you from baking issues.
So my thoughts on it are:
The first possible way – cut the hp, cut the lp, bake separately the main part of the robe, and the hood (both having corresponding hp and lp parts) then combine maps in photoshop.
The other – use layers in zbrush. Rotate the hood of the high poly at a certain degree. Then retopo the robe. Get the hood of hp to the initial position. But then how to sync it with the low poly so it matches hp perfectly. So I guess that’s not the way. Or I’m missing something here.
Actually, that’s not only about the hood, but same question arises when I think of baking collars that cling to shoulders, lips area with mouth closed, any tight places really.
I’d really like to know how such situations are handled on real projects in studios.
Appreciated for the help in advance.