Hello,
I am having a problem when baking my Ambient Occlusion textures in Max. I've solved this until now by manually correcting the image in Photoshop after baking it in Max (I'm talking about the black edges around each face from UVW space), but now i have to bake a single AO map for a model with 10000 polys and I don't even want to image how long it would take me to manually correct them. So, my question is what am I doing wrong, because I imagine these black edges shouldn't be there? The first AO map was baked using the Default Scanline renderer
http://img811.imageshack.us/i/aoscanline.jpg/ and the second one, using MR,
http://img534.imageshack.us/i/aomr.jpg/ after this tutorial
http://scottdewoody.com/tutorial_occ.html
I would REALLY, REALLY appreciate if you could post a step by step tutorial about making an AO correctly, with no black edges.