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1

As @Blunder mentioned, I just simply had to disable all of the hidden objects in renders as well! If it affects rendering, it affects baking.


1

Have you tried to set up this way? The image should be selected, but it doesn't mean that it should be connected in some way.


2

Though you said you have done this, I still believe adjusting extrusion to something like ~0.02m would fix the issue (there is a clear projection of one leg on the other), and also check face orientations.


1

Judging by how it looks and where it lines up, I'm fairly certain your normal map texture is not properly set as Non-Color. This must be set before you bake to it.


1

Those dark lines indicate inconsistant normals. You can find them easily with Overlay > Face Orientation: blue is forward, red is backward. To fix those you can either select all polygons and recalculate normals or flip a selected area of normals manually with the flip normals command.


2

I think there is a misunderstanding about the baking process and the desired result. Particle hair only works in Blender and is resource-hungry. you need to use a different technique for game engines. One technique for game engines is to fake the required geometry with so-called hair cards. They are low-poly planes that use transparency and normal maps to ...


1

The problem is in the way you're selecting the two objects. Do your step 1. Do not do your step 2. Do step 3 in the usual way for selecting an object, by left clicking on it. Do step 4 by holding Shift while left clicking on it. Do step 5 Do step 6


1

The baking code is actually in Python, so you can copy what it does. The relevant part is this I think. The way it knows if rotations should be >360° is it remembers the Euler from the previous frame and makes the current Euler "compatible" with it (adds or subtracts multiples of 360° so its close to the previous one I assume). There's a ...


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