Hullo Polycount members, I'm afraid I need your help.
I'm a game art student from the Uk currently engaged in 'technical research' for my project and I seem to have hit a bit of a block. I've been seeing some awesome 'clay' renders around and thought I'd have a go at learning how to do them along with baking the light information to a texture. The tutorial i followed can be found here
http://www.game-artist.net/forums/spotlight-articles/1317-tutorial-ambient-occlusion-maya-alchemist101.html.
Right, I'm just going to chuck this image up and hopefully it'll show the problems I'm having. Apologies if it's a bit large. Oh, I'm using Maya 8.5, if that helps.
The lines around the 'hip' could be down to the UVs I suppose, as for the line across the top of the mouth I have no idea, it's just a normal face :shifty:.
Feels like I've been wrestling with Maya for practially the whole weekend so any help at all would be greatly appreciated!
Cheers,
ng
Replies
Make sure you don't have any double faces or dodgy geometry (2 verts on top of each other), you should be able to check this with Mesh -> Cleanup.
Are all of the UVs which are mirrored, moved outside the 0-1 range? I noticed in your UV layout that you have moved several parts off by +1 U unit, which is good, but is that all the pieces? Could be that you still have some "stacked" UVs which might cause problems.
Guess they must be judging from the viewport-shot.
EDIT:
do you maya users have something along the lines of Reset Xform? Maybe delete history or optimise scene?
The right leg (our right) has a funny seam due to it's UVs being offset, other than that it looks fine. Weird huh?
other than that....worrrrd
UVs overlapping always generate inaccurate baking and maybe the parameters for ambient occlusion turns to hard all the edges which are above a specific angle.
Just my 2c's