5

You have another object that is not visible in preview but still visible in render:


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.


2

One way to generate a geometry like this is using arrays. Details for Blender 2.93.4 Add a torus to a scene and edit it to have a lip like shown below. Add an empty. Select the torus and add an array modifier. Modify the properties of the empty as shown below. This will cause the array to get smaller, rotate, and shift. For more details see Changing Size ...


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

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

As already said in the first answer, baking is a process to save time but it comes at the cost of memory usage and storage. I wouldn't worry about your repeating texture not very much. It's more important to do other optimizations for game engines like removing everything that is not visible like skin under the cloth, faces inside the house or at the ...


1

You need to switch the normal Image Texure to Non-Color: Other than that, check your UV Editor, the UV maps of the right and left sides of your objects are overlapping, it makes the texture mirror on the surface of your object.


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.


1

Thanks Blunder. Basically, use displacement instead of normal. Disconnect the normal input of the Principled BSDF. Create a displacement node. Plug your black and white bump mask into height of displacement node. Plug displacement output into material output displacement. Set displacement scale value to .001 Optional: Make a black and white gradient using ...


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