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I have created a single mesh character and assigned 3 sets of material IDs;
1 = all clothes items
2= all skin and mouth
3= hair and eye lashes
I applied an UnwrapUVW modifier and unwrapped each material ID at a time
*This is where I may have misunderstood and gone wrong*
I filled the texture space with each material ID one at a time, so at the end when I view all material IDs they are all sat on top of each other. As far as I could tell this would be fine as each material ID would ultimately have a different texture applied to it through a multi/sub object material.
However, when I try to bake normal maps for the model through the render to texture dialogue I end up with all 3 material IDs laying over each other on the bake.
Hopefully someone can steer me in the right direction as to what I have done wrong!
Solved! Go to Solution.