Sorry if it wasn't clear on the picture. Here's what I meant: There are clear artifacts in areas that are small and partially hidden. I believe they could be solved by tweaking the baking settings but I have no idea on what to do.
Hi, thank you very very much for your replay, i figured out the problem, it was with my AMD GPU driver, problem was solved with updating gpu, Thank you again for your time.
it seems something related to the glossiness or specular map as i see. Can you show more about the parameters in each one? Maybe it can be solved with export settings to fit better to unreal engine
Thanks for the reply, truly appreciated, i got in contact with someone and he told me it was because i had no smoothing groups in my low poly models, and that caused the issue, so its solved!
Thank you guys!! That solved a couple of my doubts. I'm gonna get right on to it. ;) I'll probably be back later (maybe in a couple of days) with more questions if you don't mind. Thanks a lot!!
Hello, can i ask for feedback on how to solve this two paintings? Tips or tricks? I am looking for a realistic approach on lighting and shading, the rest can be slightly stylized in rendering Thank you!
This is a smoothing group issue.You need to edit the smoothing groups. Or, the normalmap can solve this.Bake it, and lets see if its making it better. Check out this thread: http://www.polycount.com/forum/showthread.php?t=107196
Well thankyou again , I could improve definetly the results , altough not solve it completely and I had to manual go for editing the textures as I was tired of finding a solution on xnormal but at least seems it worked :) ....
YES I solved the issue. It wasn't the overlapping UV's. It was because the transformations of the low poly mesh weren't frozen... God I knew it was a simple problem T T. Thanks for ur help anyway!
CrazyButcher - viewport clipping has solved the problem. Huge thank you :D With older version of drivers I have the same problem but in a lot smaller scale. One more time than you :)