I'm currently baking an Ambient Occlusion and Normals map for a weapon model, however when baking the lines of the mesh are coming through as black dots on the maps, as well as having horrible anti-aliasing there are also black marks on some parts of the model even though the cage isn't intersecting any geometry. All my settings are what usually works perfectly yet recently my maps aren't baking properly, any thoughts? :poly127:
Edit: I found that one of the problems could be overlapping UVs, but none of the UVs are overlapped at all, yet the UV editor says they are?
![:/ :/](https://polycount.com/plugins/emojiextender/emoji/twitter/confused.png)
Replies
Try it with Global Super Sampling on or off. If its the low poly intersecting with the high. Select the low poly just before you bake, go into element mode and hide all (in the edit poly modifier). This will leave just the high poly and your cage when baking and fixes the intersecting MentalRay AO issue.
If your using Mentalray make sure your working at roughly real world scale and your transforms are reset.
I get the black dots in max sometimes when im baking very similar meshes, usually a push modifier with a low value fixes it.
I tried the tips from above, but no good. Hers a pic
please help, dont know how many times i just give up on it :[
This gets kind of wordy so I highlighted the main ideas.
Hide all of the "elements" for the low poly:
If that is what the file looks like it looks like your low poly is poking through your high poly, if that's the case then hide the low poly like I suggested above will fix it. Again you're looking to hide the elements not the object itself.
If you're using Ray Depth:
It could be too low, Press 0 and under Projection Mapping click options and if Use Cage is checked on turn it off and bake. If it still shows errors then push the offset up. If you go too high it will start to distort your map horribly. You're looking for that sweet spot where you don't get any errors and the distortion is pretty minimal.
If you're using a cage:
The high poly could be poking through the cage. The low poly has a projection modifier applied to it, you can use the settings in this modifier to adjust the cage. Normally it clears up most of it if you just"reset" and "push" until the cage covers the entire high poly.
You can also go into the cage sub-object mode and move the verts of the cage around as you need to. It can help to turn on "shaded" and "point to point".
Post the files or more pics:
If all that doesn't work post the files so people can take a look. Or post pics of your RTT settings, and a screen shot of the viewport with everything visible.
This is a pretty typical problem and should be easy to solve... should be... but you never know when you're going to hit something really wonky.
This wouldn't happen if we stuck to making primitives floating above checkerboards!
Just a quick question, i know my lowpoly i sticking through at some places on the hipoly. is that was causing this? should i scale down the lowpoly?
will test the other tips now
ps. i was aware of that preview window bugg. the render fil have the same problem.ds
I just hope the projection is accurate when the lowpoly is that much smaller then the hipoly.. oh well. Hafto wait and see i guess :P