Hi! I'm trying to bake my voxel sculpt onto a flat surface (A basic floor to test materials in unity HDRP) and my UV is basically one quad.
First I make the voxel sculpt, then I do retopology and UV unwrap the retopology object (one quad).
When I go to Bake with Normals, my UV gets twisted clockwise and adjusting it or unwrapping it again warps the normal in such a way that light is bounced 35 degrees off, or more.
Does anyone know how to fix this? Bonus if you could explain how to export to unity HDRP (Base map, Mask Map and Normal map) and all the channels/values because I've been scouring the net for some time and there's some scattered, approximate info about it and some if not most of it is horribly outdated. (I'm using Unity 2019.3 stable release)
Video can be found here (182mb) :
https://www.dropbox.com/s/x0x4zb4nb8z5nbt/baking_normal.mov?dl=0
PS. You can clearly see my process in the video and the scan depth is between the bottom and the uppermost top of the voxel model just to make sure everything gets read.