Hi
This might be more of a feature request than anything, or I simply haven't used the right settings, but, is it possible to bake an individual element, or everything together, using Self Occlusion? Or to adjust the AO, so it better captures inside crevices?
With a test bake I did, I keep getting these white patches inbetween a chair's cushions, like so:
I tried adjusting the sliders for the AO's preset, but nothing seemed to fix it. However, in Substance Painter - and I'm guessing this is due to the Self Occlusion option...? - it does a much better job. It's normally set to Always, but can be set to Only Same Mesh Name, which can be useful if something else's occlusion is being problematic and bleeds onto something else.
Before:
After:
By Same Mesh Name:
Thanks
Replies
Creating water-tight low poly meshes without intersections may help to avoid it too. This will also tend to reduce the triangle count and make it easier to optimize UVs (as you're not spending resources on areas that are hidden inside other objects). If an object doesn't need to animate or otherwise break apart this is generally a good idea.
Here's a simple example of an object made up of intersecting spheres. The version on the left uses 30% more triangles and would have a significant area of wasted (unseen) triangles in the UVs.
But I'll certainly keep that in mind when making something similar in future. Thanks.
Here's a more practical example - a tufted cushion on a wooden base. The button, cushion, and base are all separate objects in the high.
The low is a single shell that covers the high. The large planes where the pillow and base intersect get deleted and the objects are merged along the border. The button isn't modeled because it can be represented with the normal map.