Hey guys, I've been trying to get some good work methods down for baking down high poly models and I thought I'd test on a rather simple crate. I've had this problem a lot in the past, and have been trying lots of things in attempt to remedy this without much luck.
I've pulled the low poly mesh out from under the reference model so you can see the missing detail in the AO (namely in the middle section). I guess I've had really spotty information regarding geometry positioning from high to low mesh, as well as what's acceptable or what's not.
I'm using a 256 squared texture for the AO just so it runs quickly in the tests. But as you can see in the photo above there are planks and overall, just whole sections that don't show up in the bake result. I've tried adjusting distance measures, spill factors, but nothing seems to really change it. I've even tried making the low poly, slightly larger, or smaller than the reference mesh but that had little effect either.
I'm sure it's just something obvious that I missed, but some good method reference would also help a lot. I haven't found a lot of up to date learning material that explains this process very well.
Replies
In the "advanced" panel you have to klick on the "pick" button next to the texture projection. Then click on the texture projection you want to use from the objects clusters.
PS:
nice to see another XSI user here
It's nothing fancy but once I learned a bit from fiddling around with the Ultimapper settings, as I got closer to what I wanted. One thing that still bugs me though are gaps. I thought they were going to project as black when in turn they show up as white in the AO. That's why I was missing all the middle detail before. I think there should be an advanced setting for it, but I ended up taking a painstaking amount of time closing up gaps with extra geometry in the high res model.
I'm getting there slowly but I don't know where I'd be without the advice. It's also much appreciated that there are still some XSI users around.