When baking a texture, UV islands must have wider margins.
I have this hi-poly dress, with multiple materials and Physics was not applying correctly to adjoining parts, because weight gradient maps were spanned between different materials.
So I decimated it and baked the texture with instaLOD. Now I have 1 material and 1 UV, but the UV islands packed so close and even coming in contact with one another, so that I practically cannot apply a weight map to it.
This is 3200% zoom of the UV map
One rogue vertex is enough to mess entire soft cloth physics for the garment.
And this what most likely to happen here. I did not even try. Do not want to waste time.
Now I have to spread those islands in Blender and possibly tweak the texture.
(and someone who cannot do it would be doomed).
Edited
3 Years Ago by
4u2ges