yeah, if you're re-baking diffuse from a different low-poly uv layout, you have to tweak the antialiasing and supersampling settings. i remember having the same problem but if you fiddle around with those (try turning off antialiasing completely) it should get rid of the speckles. also make sure you're not accidentally…
Im using Render To Texture to bake the UVs of one mesh down to another version where the UVs take up less space, but the texture is rendering out with lots of speckled pixels that look like a highly dithered texture. Does anyone know what might be causing this or how to fix it? Ive been using Render To Texture for baking…