I’m baking out a normal from a high poly, and I’m having a very weird problem. I really need this solved as well, or a new project I’m working on will not be able to advance. I think it has something to do with the direction that the rays are shooting, but it’s very abnormal. It also doesn’t matter the distance I place my low poly object from the high, it still occurs.
and the object:
On a different note, I’m just wondering if it’s possible to use colored spec maps in the BGE, or if they have to be black and white with the ‘spec’ value tinted.
Thanks in advance for any help.