This is Exactly what I was looking for, You really went in-depth. Not like others who tells you do stuff without explaining what it does. Thanks alot, Great work!!
finally find a tutorial talks About baking in depth. and it is free! amazing videos I'm very appreciate your explanations and efforts. it helps me a lot. Thank you! 😘
great video, I am baking for first time and encountered every single problem you showed here. I solved almost all of them by myself struggling and trying every combination and I ended up thinking to combine maps? but I was skeptical about that, in my mind there should have been some figured out proper way to bake in one go. but after watching this video I have greater understanding how things work and why those artifacts appear, now I am confident to combine two maps. I did it and my normal map looking goooood, thank u very very much
ye thats right! just use some support edge loops, or tesselate ur low poly before baking. once bake is done just remove those loops/tesselation and apply ur normal map and its fit very nicely
So the simplet solution to the warped problem is to just not make a crazy high res object. If you do then just add some low poly extrusion so that it can have a depth hence avoiding the warping issue all together and only deal with edge. Now suppose let's say we still want to do this for a distant or small object for a game then we can sacrifice the edges because they won't be that much visible in that scenario.
Okay this tutorial makes sense, and explains a lot. But is there also a way to get rid of the edgebleeding without seperating each face to a single uv shell?
it depends on the angle of the face, the closer you get to 90 degrees the more bleeding you will see. Either you create a UV split, add a single chamfer, or decrease the angle.