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Old 29-01-2013, 08:35 PM   #11 (permalink)
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So you must be using Skylight. You can increse samples from light Tracer..
however this links can help you out.

Ambient Occlusion Baking | Laurens Corijn
AmbientOcclusionMap - Polycount Wiki
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Old 30-01-2013, 03:25 AM   #12 (permalink)
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Genius max! I have those links bookmarked already and didn't even look at em ha. Just did and it pretty much fixed the resolution issue. Albeit there's a few areas that still stand out in the viewport, but not when rendered. I'll look at it in UDK and see how it looks. Here's the viewport vs render comparison.


There's still some weird shading in the hole UVs that just doesn't want to go away no matter how I unwrap them.



I used the MR method by the way. Looks a lot cleaner, but for future reference where might the Sample setting be under for the Scanline Renderer?

Last edited by Chase; 30-01-2013 at 03:34 AM.
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Old 30-01-2013, 04:14 AM   #13 (permalink)
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Can you please post cage of that affected Part ? and you will not get 100% perfect bake everytime. Sometimes you have to tweak it in photoshop also man... Don't expect everything from Softwares. Add some your efforts :P
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Old 30-01-2013, 11:53 AM   #14 (permalink)
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Im not baking from a hp so I dont have a cage. Should I just add a projection modifier to it? All effort all the time :-P

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Old 30-01-2013, 11:08 PM   #15 (permalink)
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Send me your Model file.....
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Old 31-01-2013, 09:37 AM   #16 (permalink)
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Tadaaaa... guess what was the Problem ??

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Old 31-01-2013, 01:41 PM   #17 (permalink)
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Mmm flipped uvs?
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Old 31-01-2013, 05:24 PM   #18 (permalink)
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Put a light grey box under your model when baking AO in max. I use xnormal these days, its quicker.
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Old 31-01-2013, 07:13 PM   #19 (permalink)
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For xnormal do you have to worry about cages? I just downloaded it but haven't had a go yet
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Old 31-01-2013, 10:57 PM   #20 (permalink)
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there are some overlapped uvs in your model.. specialy at that part that was givving errors. move all the overlapped uvs out of the uv space. just leave a single uv. NO UV OVERLAPPING While baking. Then Bake. after baking you can undo that and then apply Map.
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