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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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I managed to write an Open Shading Language script that provides an ambient amount output (AO) and a direction vector from which the most ambient light came from. This can be used to create the bent normal map. To use it, switch render engine to Cycles and enable the Open Shading Language checkbox. For the object from which you want to bake the Bent ...


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I just found out myself, -so for anyone having the same problem: I just deleted the material, I'm not baking onto the map and it's working. I think, I wouldn't have to delete the material, but it's just easier in my situation and solves my problem.


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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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Courtesy of Lemon! Distorted bakes This resolved the issue. I applied an edge split as per the post, but am still unable to really understand WHY that worked. There were no hidden or squashed faces, the face in question is planar (scale y 0 and apply scale changed nothing) and yet it still baked as if it weren't. Odd for sure, but at least there's the ...


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I figured out the issue. In texture settings under the Image Sampling tab, I had to toggle "Normal Map" and choose "Tangent" as the option.


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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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It looks like you try to make your mesh look smooth by adding more mesh subdivisions instead of setting its shading to smooth. Unless you're on an insane project and you have all the power of the world to be able to spend hundreds of polygons on the slightest prop, this isn't the right way. Adding mesh should be needed only if you need those extra polygons ...


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