I’m experiencing a baking artifact and have tried various solutions but haven’t been able to pinpoint the cause. If anyone can help me identify the issue, I’d really appreciate it! Low Poly mesh: https://www.dropbox.com/scl/fi/cxrgs8x8hy2ns0bynweqy/Fire_hydrant_low_poly.obj?rlkey=wz3wg55mr1zqxmotuyjackmzg&st=ce91bt65&dl=0
1. Hm as for UV. That also happened to me. I uv the mesh in rizom-uv to check it out. Whenever I imported the mesh the UV was broken but when I re-imported the mesh the UV was as good as it was in rizom-uv. I don't know what the problem is. 2. About using less support loops. I wanted to have smooth areas in those areas,…
Hm, when I dropped the lowpoly mesh into Blender to inspect the UVs unfortunately look broken: Looking at the lowpoly, I suggest: * Reduce amount of support loops, use as much as needed to get a good mesh shading. Put the saved geometry into the curvature of rounded/ cylindrical parts. The impact on the assets silhouette…
To solve the issue presented in the first image, I would match the lowpoly curvature closer to the highpoly. Check out this valuable thread on the topic: Understanding averaged normals and ray projection/Who put waviness in my normal map? The exact issue shown in the second image is hard to determine without more…
On UV issue - well that's curious and something you'd want to resolve. I recommend checking the asset in engine (assuming it's a game asset), alternatively could import into a fresh file. Regarding supporting loops/ bevels: I think once the mesh shades nicely, adding more support loops will do little and mainly increase…
Thanks a lot for your help! I really appreciate it. As I was new to this, I didn't know that. I have updated the post with the mesh link and I will keep that in mind next time.