Hello,
I've been trying to get rid of some strange artefacts that occur when i use transfer maps to bake the AO from a high poly to a Low Poly mesh. I've baked the normals with no problem but am getting these black canyons in the folds of the sheets (modelling a bed). I've tried everything i can think of, max distance, all the other settings, but just can't get it to work.
Any suggestions would be awesome.
Thanks Heaps
Simon.
btw. i'm using maya 2012 on OSX Lion.
![ScreenShot2012-06-05at85008PM.png](http://i1256.photobucket.com/albums/ii486/theSiberman/ScreenShot2012-06-05at85008PM.png)
![ScreenShot2012-06-05at84751PM.png](http://i1256.photobucket.com/albums/ii486/theSiberman/ScreenShot2012-06-05at84751PM.png)
![ScreenShot2012-06-05at84745PM.png](http://i1256.photobucket.com/albums/ii486/theSiberman/ScreenShot2012-06-05at84745PM.png)
![ScreenShot2012-06-05at71717PM.png](http://i1256.photobucket.com/albums/ii486/theSiberman/ScreenShot2012-06-05at71717PM.png)
Replies
edit: dont get me wrong, and I know this is not the subject, but your low poly mesh has tons of not useful tris.
Also like Bugo says Final Gather has no connection to AO calculation, the only effect having it on during a MR AO bake will be is to slow it down.
Also @bugo, i appreciate any input
I've gone off topic, but thank you all for your help!!
Keeping all quads doesnt apply to low poly models. if you can reduce your vertex count by using triangles then do it. rule of thumb for a normal mapped asset is remove as much geo as you can while keeping the shading and sihlouette looking good.
sorry man, i just realised i pretty much restated your post there :poly122:
By the way, i think you can use floating geometry : you don't need to make your low poly in a single object because it will causes unwanted subdivs and edge loops.
No, you didn't, no worries