Hey guys! I need help fixing an artifact when baking maps in Marmoset Toolbag. The issue is only happening on two specific parts, even though the entire object is made up of similar structures. Padding and margin are fine, and all copies have been moved to the next tile in the same coordinates to avoid unwanted baking from empty space. Everything else bakes perfectly.
Tell us what setting you changed so it can be there for someone who has the same problem in the future. Even if it is face palm stuff.
Hello. Yes, of course. Here's the description of the situation and the solution I applied. First, I created low-poly and high-poly models. Because the high-poly sculpt was very heavy, I used only one instance of the objects for baking onto the low-poly overlaps and trims. This caused a problem with the AO map: on one hand, it recognized the presence of the high-poly, but on the other hand, it wasn't actually there, so the AO didn't bake correctly in those areas.
Solution:
I duplicated all the high-poly objects the necessary number of times to fully assemble the object. Consequently, the scene became 4 times more loaded... But nevertheless, everything is now baked properly, and all the trims and overlaps I used tile seamlessly.
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Technical Talk
Here's the description of the situation and the solution I applied.
First, I created low-poly and high-poly models. Because the high-poly sculpt was very heavy, I used only one instance of the objects for baking onto the low-poly overlaps and trims. This caused a problem with the AO map: on one hand, it recognized the presence of the high-poly, but on the other hand, it wasn't actually there, so the AO didn't bake correctly in those areas.
Solution:
I duplicated all the high-poly objects the necessary number of times to fully assemble the object. Consequently, the scene became 4 times more loaded... But nevertheless, everything is now baked properly, and all the trims and overlaps I used tile seamlessly.