So i'm baking my shotgun down, everything goes fine normal comes out pretty nicely, somethings to fix up in PS but nothing major as you can see.
![bake01.jpg](http://brettholton.net/images/bake01.jpg)
With AO.
![bake02.jpg](http://brettholton.net/images/bake02.jpg)
So i went alright i'll do an AO test, and i get this, ignore the black background of it... but it's like the cage just doesn't work on the AO, i've tried everything i can think of to fix this... i can bake the normal map out perfect every time but the AO comes up like this with massive blank sections like the hpoly is cutting through the lowpoly but the cage isn't doing anything yet other sections are fine?
Anyone got any ideas because i'm about to bash my PC
![:| :|](https://polycount.com/plugins/emojiextender/emoji/twitter/neutral.png)
![aMap.jpg](http://brettholton.net/images/aMap.jpg)
Replies
In max i think the solution is to go into the low polys object properties and turn off cast shadows.
http://udn.epicgames.com/Three/CreatingShadeMaps.html
and you should be fine
You can also go down the edit poly of the low, element mode, hide all then click back on projection and bake.
I also think go into the projection modifier > Reference Geometry and under Display Toggle click enable and then click Hide Reference geometry.
The UDN way seems crazy long and convoluted to get to the same result...
But for some reason it's like the cage isn't working on all the model.. EVEN THOUGH IT'S SET UP RIGHT.. i.e. the picture below. You can see that the cage is pushed out far enough to cover all the rim details however if you look to the right hand side in the middle you see a massive ray miss line like it's not hitting it.. even though it's perfectly set up..
I've tried AO baking via mental ray, tried scanline with a light tracer / skylight, took off cast shadows on lpoly, hid working geometry. The thing which doesn't make sense is this. WHY does the normal map render without any of these errors, yet the AO picks them up WITH THE SAME CAGE.
There seems to be an issue in Max's RTT where if the high and low are perfectly coplanar, the bake can miss. You can't see it in the normal map since perfect alignment should be .5, .5, 1 anyways, but it can cause issues with AO or Complete maps.
Yeah this happened to me alot of times before as well. I apply a push modifier with a tiny amount to the lowpoly in this case so nothing gets shifted.
For the same reason that was given to you in the Xnormal master thread. It's padding. It's a good thing.