I was wondering, is there a way to increase AO baking precision in marmoset toolbag?
Here's what I mean:
You can see "white" spots where occlusion didn't bake.
The only thing I know that fixes this is reducing cage offset. But sometimes it's impossible to reduce offset too much because it will lead to cage geometry clipping through high poly mesh and result in incorrect normals and other baked maps.
Is there any other way to tackle this issue?
Replies
The issue is not exactly that they are separate geometry. Here's another example:
This is a single continuous mesh without any cuts on the geometry:
One more example:
Single mesh, as well.
That being said... it's not a *huge* issue. Because after texturing, it's not even noticeable. It's just something that was annoying me and I thought maybe I'm doing something wrong.