I am having a problem with thin black lines running across some of the UV islands in my AO bake. I am at a loss to what is causing this problem since the shading looks accurate in the problem areas and the normal map looks good. I did model low to high poly in this case (not sure if that matters) because im going for a simple non sculpted shape. I have attached images of the problem below along with my Xnormal settings used for the bake. This problem is small enough to just paint out in Photoshop but I would like to find a solution to this problem to minimize time spent on image doctoring. Any help would be wonderful!
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Edit: My cage has sharp edges (smoothing groups) because if i take all the sharp edges off Xnormal wont accept my cage because im exporting from Blender using .OBJ format. Could the sharp edges be the problem? Should i just export an unsmoothed cage into Xnormal, edit it using Xnormals editor and save as ,SBM?
I did try the bake with NO sharp edges on model and cage and it turned out the same.
With Blender it seems that my low poly and cage models have to match while keeping all sharp edges on my cage and low poly the same (since it splits the vertices) when I export in obj format. When I look at other tutorials I see smoothing groups on the low poly and NOT on the cage and the bake comes out clean. Am I just interpreting it that way or is that the way it works?? When doing this in Blender it seems there is an exception for everything.
since the results actually changed, is the problem my high poly?
Im not sure how to setup a cage in Xnormal. it doesnt save the cage when I save meshes out of the 3d viewer.