Hey all,
I'm currently trying to wrap my head around some AO-related strangeness. Any insight would be appreciated.
The situation is that I'm using an engine resolution mesh (8k tris, ample geometry) with a nice high-res normal map applied to bake an ambient occlusion map. The strangeness occurs in the outputted AO map; all the tasty normal map details come though fine, but I'm also getting some harsh normal/shading details from the engine-resolution mesh.
eg:

What I'd like to know is, is this just par for the course when rendering AO from an engine-res mesh with a normal map applied? Are there any tricks to getting around it?
Thanks for your time,
_J
PS- I'm using 3ds Max 2011 for the AO rendering. Standard 'Skylight' light for casting shadows. Default scanline renderer.
Replies
Also..if there is any other geometry near the low poly when your baking...it will cast shadow on the low poly during the AO bake.