Hey everyone,
i´ve been searching for a solution for like 4 hours and can´t find anything. The tutorials on youtube werent helpful with this. I have some completly black areas (breakes,front) and at the back its a lot whiter.
I found some tips but they didnt help either.
I tried every possible value in "Batch Bake". When i use "Normal direction: Surface Front" it looks like this. Ive tried to scale the Model and looked if faces were overlapping in the UV, but couldnt find anything.
I also used Normals-> Conform.
I tried to flip the black areas in UV editor, but that made no diference.
So i guess its a Problem with the UV map but i really dont know what :poly005:
Rendering the Model with ambient occlusion works, but baking the texture looks like this.
ps: sorry for posting on the wrong board, but its really late here
Replies
Edit: I guess not? Try baking to Vertices, and see if it gives you the same issue.
In the UV editor, Image>Shaded UVs. This shows all faces colour coded in blue or red. Red is usually unwanted unless mirroring, if you flip the face normal it will flip the uv and the colour will swap red>blue, blue>red, however if you just flip the uv it won't flip the faces normal.
Red uv's will bake the texture the opposite direction you'd get if blue(mirrored) so the problem should only be due to face normals I think.
The way i did it:
Batch Bake to see which faces are black in lower quality like 256x256. Seperate the black Faces (Mesh Seperate), Reverse Normals for new Objects and Combine everything.