So here is the solve I was talking about for jaggies when baking a rounded model to a chonky one. (A tutorial thread)...

#gamdev #gameart #techart
Here is the problem. You have to bake the left mesh to the middle mesh. As you can see, they dont overlap well.

I got ya fam.
Step one. Unwrap your low. Then add some guiding edges to the model- DO NOT smooth your uv out- leave it as is.
Step two, move the guide edges so that they wrap around the model snugly.
This is what you had...
This is what you get.
Bitch, you better have my money.
Don't clap. Throw money, you sexy things. ;)
Anyone else want me to redo the mass effect legendary clothing? ;)
Just remember, your LOW poly model in your bake is just to say, hey, take this bit of the mesh and write the data about it onto this pixel of a texture.

It is an intermediate, a harvester of information.

It does NOT have to be your actual shipped game geo.
Seriously though, toss a coin to your poly witch, eh? I could really do with some help saving for facial surgery.
And a reminder that my optimising game assets tutes are in the works. Imagine videos of this kind of stuff.
Oh, side note, young men using this technique or teaching it... you learned it from a middle aged woman with greying hair.

Remember that.

Lets counter ageism.

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More from @delaneykingrox

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Pride March is not a tourist event, it is a protest. It is not something to slap your corporate logo on or sanitise to sell tickets.
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You can see this here Image
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So far Mass Effect redux seems to be using higher resolution textures and injected shaders, but I am seeing a lot of the little uv bake errors (we all did at the time as the techniques where new), so perhaps the team didn't get to remaster them.
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