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Oh boy, that feeling will happen many more times, I can guarantee you this.Why on earth didn't I do this before? Because every now and then I have the brains to split the ears and I forgot to do it 😥😂
a few personal tips on that :
- If you use blender, when baking : do it pretty big first, like bake at 4k for a 2k texture in the end. Strangely, it doesn't just improve detail quality, but also precision. Compared to a 2k baking, it will appear more precise on the object borders. Yep, it takes quite longer to do, but the reward is good. I don't know for 3Ds or Maya but I could expect the same behavior.
- Expect artifacts if the UV are too close to each others. Better have a few more pixels between them in a smaller image than an enormously heavy texture with tiny errors in it. It's an easy to avoid mistake, just better keep it in mind
- Like I said, compression is the enemy. Not because it's bad, but because it behave like a c*nt. The closer to full black/white the worst it is. There is no secret ingredient to it (known to me...), but a little helper is to apply a b/w neutral filter on your AO texture (with photoshop for example) before exporting it to dds and using/modifying it. It will remove the purple/green weirdos which commonly appears in the bright to grey/grey to dark transition area. Again, the bigger the base image, the better, but the harsher the compression can appear on the final result.