Hello! Not sure if this is a bug, or user error. Bit of a noob, but
I've encountered an issue I've never come accross before. Trying to
search for this issue didn't yield anything useful yet.
I'm trying to bake my model and everything is working as it should be
except for
the pants. The high res is mirrored for some reason and I'm not sure
what's causing it. I got the bake to work once before without issue,
but needed to adjust my mesh and UVs. Bare in mind the UV I made
changes to was the hair and not the pants. The pants are the same but
when I tried the bake again I got this. Any idea what is going on?
I've
included screens of the UV set in question as well as the bake
settings. I am trying to use Vertex Color ID if that helps at all.
I did freeze transforms before hand
I am using match by mesh name
Replies
I’m very inexperienced so it’s hard for me to talk on a technical level about this so I’m sure there is a piece of the puzzle I’m missing. I’m just very perplexed by the fact that it worked before but doesn’t seem to now.
I even tried flipping the UV in question, (the one that makes up the right sides of the pants) but that only yielded a worse result.
I'm not familiar with UDIMs so can't speak to that part of your story, but for a traditional workflow, the 0-1 space (the lighter gray square where most of your UV elements are) is the only space that gets unique texture information-- it gets tiled infinitely outside of that space. So, though your crotch-leg 2 is offset, because it's out of the 0-1 space, it's only going to receive texture information identical to that of crotch-leg 1. It won't/can't receive its own bake information if it's out of the 0-1 space.
Even if the UVs are identical, if the texture needs to be unique it can't be stacked.
(Love the portfolio!)