Ive gotten use to baking from a hp even if the only thing I’m getting from the bake of the hp is a smoother looking lp. Unortunately this means I cant use a tiling texture for these assets that Ive bake cause the uvs have to remain in the uv space. Do I have options Im not seeing or are my only options either using a tiling texture OR bake the hp smoothing information? I can’t ever have the best of both worlds. The solution could just be staring me in the face or I just answered my own question haha.
Let’s say you have this model I made. The plan is to detach the faces of the chair that use tiling textures while leaving the rest to be textured and baked uniquely. I can’t leave the tiled faces attached because I need to tile the uvs and if they’re left as part of the model the uvs have to remain in the uv space. The uvs for the wood and cushion are tiled veritically by about 2 uv spaces. I’d just a mutli sub obj for this chair to combine the tiling textures and unique texture. This isn’t the best example cause I’m not baking smoothness of a hp to a lp.
I also have these poles for a gate for the carousel. I’m baking these to a lp in order for the lp to appear to have the hp’s smoothness (normals). If I wanted to use a tilinv diffuse on it I couldn’t because I couldn’t extend the uvs outside the uv space to get the tiling I want since I just baked them. It would mess up the normal map I just baked. Hopefully this helps explain my conundrum better haha.