Hello! I am new to baking ambient occlusion maps and instead of relying on long bakes in Unity I want to be able to do individual AO maps for each model that I can control. This lead me to xNormal and it seems to work well except that the ambient occlusion bakes end up looking like they're at a low-resolution, even though they're baked at 2048 with additional rays.
I was testing baking an AO map for the shelves within the freezer here.
Here is the resulting 2048 map from the shelves (which are UVed correctly). The shelves do have the faces deleted which are covered by the frame and other pieces and so I thought maybe that was the case but...
Here's an AO map from an air unit I made and this was to confirm the issue. So as you can see no matter if the UVs are good or not or the settings are reverted to default I can't seem to get a quality AO map.
Does anyone have sufficient xNormal experience to help diagnose this? I've tried using a plane and a half of a sphere and also a cage to get a nice AO map but it seems something else is causing this. Also finally here's a picture of the map applied to the shelf, not very good looking at the moment:
I am using Cinema 4D R15 and xNormal on Windows 8.1 for eventual use in Unity
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Here is a screenshot of my current settings:
Clarification: I'm actually only testing this on the end of the shelving, so it's not huge in size on its own.
Here is the bake with 512 rays exported as a TIFF and multiplied onto a lighter version of the surface, looks nicer in the texture view but you can still see horizontal and vertical artifacts and it looks dreadful in editor. I could blur it out in photoshop but that seems to be avoiding the problem.
The last image looks a lot like Unity's image compression. If performance isn't super tight you could try turning compression off on the texture file.
There's a couple other issues like the fronts of the shelves but I think once I disable jitter and tweak the cage I'm using I may be ok. This is all be previewed in Cinema 4D R15 by the way. It's eventually going to be used in Unity but anything you see on the model besides that second image in my first post is Cinema.
Also AdvisableRobin, I was using that tutorial but I noticed the xNormal interface was different than mine so I wasn't able to tweak the settings he was mentioning to improve quality.
And also thanks huffer if it continues to give me that look when I enter Unity I'll definitely look into those. Thank you for all the helpful replies everyone!