The baking process might actually be the cause of the issue as I baked it as a diffuse map afterwards when attempting to combine the different meshes together. I can’t think of a good way of explaining what I did. Basically:
- Create a few high poly meshes, such as wooden beams and roof tiles
- Create the low poly meshes, baked the normal maps
- Using the low poly meshes, I created an entire house
- Joined all the low poly meshes that form the house into one mesh and created a separate UV map for the new mesh (House)
- I then used baked the textures of the individual meshes onto a new texture map for the new UV, but in this process, I had to put everything into the Base Colour node (basically I put the albedo map of the individual low poly meshes into the base color, baked it and saved it, then did it with the roughness map, and also with the normal map, which might have actually caused this problem?)
With what you mentioned about stretching islands to free unused space, is there a name for this specific process I can search up for tutorials on?