Copy link to clipboard
Copied
Hello! Not sure if this is a bug, or user error. Bit of a noob, but I've encountered an issue I've never come accross before. Trying to search for this issue didn't yield anything useful yet.
I'm trying to bake my model and everything is working as it should be except for the pants. The high res is mirrored for some reason and I'm not sure what's causing it. I got the bake to work once before without issue, but needed to adjust my mesh and UVs. Bare in mind the UV I made changes to was the hair and not the pants. The pants are the same but when I tried the bake again I got this. Any idea what is going on?
I've included screens of the UV set in question as well as the bake settings. I am trying to use Vertex Color ID if that helps at all.
Hello @Akelei,
Thanks for the question.
Don't worry, I can see what's the issue here: Your Texture Set named "Body" contains UV islands out of their UV map.
Therefore, and as long as you're not working UV Tiles, all your texturing/baking will be contain in the current UV map 1001. So what will happen to the UV islands out of their map? They will simply share the same texturing/baking as the UV map 1001.
To make it simple, it's like the Islands out of their map are being dragged out ba
...Copy link to clipboard
Copied
Just to add to what I've already said in case it helps -
I did freez transforms before hand
I am using match by mesh name
here's what the high res should look like.
Copy link to clipboard
Copied
Hello @Akelei,
Thanks for the question.
Don't worry, I can see what's the issue here: Your Texture Set named "Body" contains UV islands out of their UV map.
Therefore, and as long as you're not working UV Tiles, all your texturing/baking will be contain in the current UV map 1001. So what will happen to the UV islands out of their map? They will simply share the same texturing/baking as the UV map 1001.
To make it simple, it's like the Islands out of their map are being dragged out back to the Tile 1001. As you can see here, if we're moving the Islands back to their map, they're perfectly overlapping with other UV islands, resulting with this mirror effect.
The solution is either to make some space in the Texture Set "Body" to make sure all the UV islands are in the same square, or to work with UDIM (UV Tiles).
Best regards,
Copy link to clipboard
Copied
Thank you so much. I appreciate this!