first time poster, got an issue I don't know how to solve. My goal is to have as big an island selection for my house parts to capture as much of the weathering detail as I can. But to keep the model efficient I combined as many of the house parts as I could that use materials (not textures) onto one texture map. I'm combining these materials with weathering textures to get a final result. So my UV map, my source, looks like this:
So after baking from the source to the target my result is the UV map for the target is using up half of the image size allocated for the target UV map. I'm wanting to use a 2048x2048 image. Here's what I'm getting for my target UV map:
I've baked before, just three times, and didn't have this issue. I'm going to include my properties screen in case it helps to troubleshoot the issue. Here it is.
The resulting model looks fine even with the image using up half of the texture space. But still, I'd like to know why this is happening. I've checked things like the rotation and scale, and they are right. And I've checked the mesh so there are no extra vertices or edges or any goofy ngons. BTW, the House_Source and House_Target occupy the same space. I don't know what else to check. Any ideas? TIA! - Rich