I've done everything to try getting rid of these, but all of a sudden Max2012 seems to have just broken on me. Render times are slow as can be, and now I'm getting these random dots. I've tried upping the resolution to get rid of these dots and sampling up and anything else I can think of. Not to mention this grid line in the middle of the bake. I'm pulling my hair out here folks :poly127:
When I apply to the model using the standard material in Max it looks good
However, using 3point or Xoliul it looks awful
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Edit: just figured out why i was getting these shader errors. I reset Xform, which still didn't help, but then on a whim selected all the faces and flipped them. Then the heavens opened up and I could breathe again. Plus I didn't get the dots on the bake this time :poly142:
Customize > Preferences > Viewports > Backface Cull on Object Creation
I think this should be the default for all game artists, since for games we should be manually creating backfaces only when we need them. And we should see in the viewport only the faces that will actually be exported.
You can use a 2sided shader in a game, but it's usually a waste of polygons because u don't need every face duplicated, just some of them.
Also, can't edit the normals for those backfaces, unless you make them manually instead.
Seems like a graphics card issue all of a sudden, but it's only on this model as far as I'm aware. I've tried all the basic tests; resetting xforms, checking for unwelded verts, exported to a new scene. I've never seen this before or seen anyone else post this issue. Very perplexing as it only shows up with an AO bake.
Here's the AO. Don't mind the few cage misses
It looks more like a single distance light projected from above.
Noors - Yep gamma was on
Mr Digital - Trust me, that was the first thing I tried haha
Vailias - It does look weird. Just like what I said to Butthair, I would check what my other AOmaps looked like after rendering if I could get on my pc. Any reason why this might be having this projection look?