OK, I've only recently begun making models again and I have never had to face the issue of working directly or indirectly with dirt maps because in the past I've never actually generated a dirt map for any of my objects and this is definitely the reason why i'm having issues with rendering a good ambient occlusion map for all of my current models.
I've already read extensively into this topic, ask for outside help as best as i can and even watch an entire video series on rendering a good dirt map.
In the image above I've taken the liberality to mark out certain issues like the appearance of random shadows across my dirt map in this generation it isn't as bad as previous attempts because of saving into a different directory?
If you want a copy of the scene, just ask and I'll supply it because i wouldn't mind outside hand on figuring this sucker out.
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- Edit, I'm begining to think it may in fact be the UVW's because i recently was given a model and i took the time to render with there UVW's and everything render correctly and without the appearance of random shadows actually everything was clean and without error so I'm curious could you take a look at the model I'll upload it and link you if you agree too..
because maybe you can point out what i've done wrong.
Also it is called and Ambient Occlusion (AO) map. People may be confused by the term 'dirt map' as that name is selectively used.
OK, This isn't good because... I've inputted the settings you mention in the materials tab in diffuse slot and used the baking settings i normally use in the render setup
Sad but I'm still getting the appearance of theses pesky shadows.
Yeah, I just exported it into a different scene completely different dirt map now. But i wouldn't mind seeing what you got to see if its render correctly..
I almost curious about the missing circle is that suppose to be like that.. or what?
Polycount why do you keep logging me out?
I also triangulated your top and bottom caps on the main cylinder before rendering, although that really shouldn't affect anything.