Hello there. 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…
@gnoop Hm, interesting. But it seems to me that the approach you mentioned cannot be applied very often. For example the robe has some sort of attachment which you need to stitch with the robe on low poly stage. Then you cannot use the method you mentioned, right?
I find this separating and piece re-naming tedious and annoying . In many cases you have to keep UV on hi res. Especially when you start from low res and detail it. Sometimes UV on hi res is necessary just to do small details there. Then it's just baking object space normal map and converting it into tangent space in…