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I want to bake the normals from the mesh detail in picture 4 onto some low poly planes in picture 3. I wish I could take some of the UV islands that don't contain anything other than color and make them super tiny and place them over an area with only color, however those that fit that description contain more mesh detail instead, so I'm forced to keep them around the same texel density as all the other parts, right? Or is there another way?
In picture 2 you can see another problem I have where I'm using a different material around the edges. It's the exact same color code and roughness value, but you can still see a difference in values, how do I get round this?
Replies
Would you not bake the smaller details in image 4 above?