Hey, does anyone know if it’s possible to bake normals/AO etc from highpoly to lowpoly mesh where the UVs of the lowpoly mesh are not inside 0-1 space of the UV map?
I’m using Headus UV layout for packing a pretty organic UV and I can achieve a greater UV coverage if I let the program wrap the UVs outside 0-1 space. See picture. But when I bake using Knald or Xnormal the program ignores the UVs outside 0-1 space.
Most game engines support wrapping UVs afaik and I’ll only be working on the mesh using 3d painting tools so I figured this might be a good way of getting some extra resolution.