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It's not as full-featured as the script you've posted, but I've come up with a very simple Bake-UV-to-Vertex-Colors script: import bpy def bake_uv_to_vc(image_name): # Lookup the image by name. Easier than trying to figure out which one is # currently active image = bpy.data.images[image_name] width = image.size[0] height = image.size[...


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In the Shader editor create a new blank image in the low poly anvil's material and set its panel active (select it and its white outline must be appear). Select the high poly anvil then the low poly (so the hp must be orange, the lp must be yellow) and click on bake in the render properties panel. You have to increase the ray distance a little before the ...


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The issue is within the exported low poly mesh, Instant meshes generates sharp edges and custom split normals data to the new generated mesh. The solution is simple: In edit mode select all edges and click Ctrl+E and select clear sharp. If that doesn't smooth the object you can click the 'clear custom split normals data' in the object data properties under ...


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