I'm trying to bake a lighting map to be used as AO but I ran in a bit of trouble.
It seems that wherever the highpoly mesh intersects with the low poly mesh I get an ugly seam.
Example:
Anyone knows a way to be rid of this other than pushing all of my high poly inside the low poly?
Replies
Here is the area that corresponds to the shot I posted.
You can see those bunny ears and that rib poking out in the AO bake posted above.
Your cage needs to contain your hp model, the cage represents the limits of raycasts, and everything on the outside will be ignored.
When I baked the normal map it turned out fine.
By the way. This happens with Mental Ray as well.
P.S. I circled those two areas because they are the ones you see in the flat shot. This actually happens wherever the HP pops through the LP.
Mental Ray needs (in some cases of Max) a hidden mesh (select all faces in sub-object and 'hide').
If you have time, try xNormal, always a good way to proof test any bakes.
That did the trick for mental ray. Thanks!
I wonder if there is a way to solve this problem with light tracer...
Hiding the mesh didn't work for that one.