#b3d - Hydraulic 4_4 (UV/Bake)

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After the easy process of UVing the bake began giving me business. But today a lesson was learned. Overlap with bake will cause terrible issues that point to geometry moreso than settings and exploded baking can be problematic even with explicit naming so keep it simple. This video is a good example of how things can go wrong but in the end we managed to get it together.

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Hello MX. I was testing texture materials with Boxcutter. Wouldn't be better for boxcutter if the "Cutter UV" does "Smart UV project" instead of "projection from view" or whatever it does? testing only with boxes so I can't know the limitations.
Also for one time, it seemed to me that UVs of box cutters were properly unwrapped like cube primitives, but I was not able to replicate the result.

pardismack
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from the file you sent me last time, sharpening edges are causing those ugly seams after the bake, i also had that on some project, smoothing the object solve it, but smoothing a 90° angle causes artefact on the normal. so you need to find a compromise. second solution is to do bevels but in a game object you don't want to much poly :( if you find a solution to keep sharpen edges and solve the problem of the seams i am interested !

Raphaël_Alegria