When I try to make the diffuse map of the webs onto the spider-man mask, extra black lines are created. The mask is properly uv mapped without overlaying textures. What is the issue?

I would suspect that this is actually not the case. You are showing one UV map that seems fine, but are there any other UV maps? Please share more information about the issue as well. What steps would one have to take to replicate the issue? Or maybe share the .blend file. At the moment there is very little information provided that may make it difficult to provide help.
Hello. Here is the file: https://drive.google.com/file/d/1p2B6i-AXtmP93N---F4g9Dw4i08-x9RH/view?usp=sharing
I used the “Bake” option in the Render Tab, with selection to active option ticked. In the file, I have it set on normal map because I was trying to see if the normal works, but it has the same issue of extra lines.
No idea how you want to bake normal maps here or how it should work, but the extra lines can be fixed by limiting the ray distance and extrusion:

Looking at your file I think I know what is happening. You are baking from a mesh that’s an open cage as your high-poly object:

You can think of the baking process as each polygon of the low-poly mesh acting like a camera that renders towards its own back side. The way it works is that the “extrusion” setting first inflates the low-poly mesh outward so it can be outside the high-poly mesh.
Then, each polygon renders what it sees on its inside, shooting rays inward.

In your case, the high-poly mesh is a cage with holes, so this rendering process is seeing the opposite side of the cage through and including it too in the bake.
The solution is to use a max ray distance so the rays aren’t going all the way through the head to the other side. The max distance should be a bit higher than the extrusion, so the rays are just long enough to reach the correct side of the head from the inflated position, but not longer.
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The extrusion value you have of 0.1 meters will probably be fine in this case, but it’s a bit much for the size of the model (try using the shrink/fatten tool in edit mode and type 0.1 and you will see exactly what the extrusion is doing during the bake). In this case, it’s not a big deal because of the model’s shape, but it could be a problem on a concave model if that inflation caused the model to clip an opposite surface. The ideal extrusion number is the smallest value that allows the low-poly mesh to clear all the peaks and bumps of the high-poly, but no more than that (Somewhere around 0.01 (1cm) would be good for this mesh, from my testing in edit mode).
Thank you so much! it worked! This was my first time working with baking, and your tips helped a lot

