I have a model split into 2 different UV maps.
I was painting in stencil mode, the image textures are actually hooked up to the proper UV in the shader editor.
It seemed to work fine, but as soon as I hit something placed on the second UV the resolution of the painted image becomes a total mess.
To get it to paint right I had to sixtuple the power of 2 texture.
Now, I was trying to bake a low poly to a high poly. I’m getting an even weirder issue where the normal map produced is completely scrambled and shows gree/red patches (think a venusian Harlequin costume).
The only thing I haven’t tried yet is to save a secondary file and remove all but one UV map. Somehow I doubt that will fix anything though, as even with the prior issue I was getting the same results in a new file with a copy/pasted object.
Is anyone aware of any reason for this wierd behaviour or some mesh/edit mode specific setting I may have mistakenly applied to the base mesh?
I’m was thinking the issue is texel size related, since the 2 UVs have different densities, however sine this is happening even with 1 UV this is making much less sense.
Reviewing things, I noticed one of my textures was not power of 2, however not the texture having issues. I literally have nothing else to go on…