"up in marmo and the uvw map and stuff you see those problems where its light and darkens and its like it missed that part i dont know why please help its killing me and my progress!"
i totally vote that as worse sentence in the universe. i'm no grammar Nazi.. but man i have no idea what you are talking about.
I have no idea what the problem is (maybe circle it?) but I can suggest a few things.
1) It's set to automatic unwrap, change it to "use existing channel"
2) Switch your render-er to Mental Ray, delete the lightmap entry and add Ambient Occlusion(MR)
OR
2a) Leave it on scanline and switch it from lightmap to diffuse map, then check on lights and shadows.
3) Be sure to check on render to files only. Then plug the files into your material manually.
4) If you're trying to project the AO from the high poly down onto the low poly? On the low poly go down to element mode, hide all, then bake.
EDIT: Oh are you talking about the light areas on the bars?
I think its because your projection cage is clipping into the wall mesh.
"up in marmo and the uvw map and stuff you see those problems where its light and darkens and its like it missed that part i dont know why please help its killing me and my progress!"
i totally vote that as worse sentence in the universe. i'm no grammar Nazi.. but man i have no idea what you are talking about.
Yes you are right... sorry, I got a little excited i guess and was rushing before i had to go out to dinner. What i ment was where the bar meets the side of the mesh and it creates the variation of shadow. ill check all the options that have been suggested. I do have the bar going through the mesh should i just have it floating ontop of the wall surface rather than going through it?
Making it end at the surface is generally better than going thru it, since it also helps avoid z-buffer artifacts. But it's definitely easier just to leave it as-is and paint out the errors.
To fix this AO problem, change your white AO material to be two sided, and anywhere where two pieces of geometry intersect you should get straight black on the underneath, embedded areas of your render.
Once that is done, you might still have to do a tad bit of cleanup on the AO for the bars themselves, but it should get rid of the majority of the white highlights where objects intersect.
Replies
i totally vote that as worse sentence in the universe. i'm no grammar Nazi.. but man i have no idea what you are talking about.
1) It's set to automatic unwrap, change it to "use existing channel"
2) Switch your render-er to Mental Ray, delete the lightmap entry and add Ambient Occlusion(MR)
OR
2a) Leave it on scanline and switch it from lightmap to diffuse map, then check on lights and shadows.
3) Be sure to check on render to files only. Then plug the files into your material manually.
4) If you're trying to project the AO from the high poly down onto the low poly? On the low poly go down to element mode, hide all, then bake.
EDIT: Oh are you talking about the light areas on the bars?
I think its because your projection cage is clipping into the wall mesh.
Either move your baking mesh so it doesn't clip, or fix it in Photoshop like everyone else has said.
Yes you are right... sorry, I got a little excited i guess and was rushing before i had to go out to dinner. What i ment was where the bar meets the side of the mesh and it creates the variation of shadow. ill check all the options that have been suggested. I do have the bar going through the mesh should i just have it floating ontop of the wall surface rather than going through it?
Once that is done, you might still have to do a tad bit of cleanup on the AO for the bars themselves, but it should get rid of the majority of the white highlights where objects intersect.