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Using stroke on path with masks to clean up bake maps

I’ve been playing with the Topogun 2 beta and it’s amazing at generating low-topology models quickly and baking out maps. I occasionally get blips in the maps though, due to samples around the source mesh’s UVs, so this is a technique I use with noisy renders to clean them up. Draw a path along the problem samples, make a copy of the layer, do a Dust and Scratches filter on the copy until the blips are gone and mask out everything but a thin brush stoke along the path:

Load it up and you’ve got a nice clean low-res model map:

This is basically the same technique I mentioned before to remove dust from scans but 3D people probably avoided that demo, thinking “this is a retouching thing.”

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