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Xnormal AO issue

Sir Apple
polycounter lvl 8
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Sir Apple polycounter lvl 8
Hi polycount.

Hopefully this is the proper area to post a query I have regarding baking out an AO using Xnormal. Using high to lowpoly.

I've browsed the internet, and have found a few similar issues, however their methods of fixing it don't seem to work for me. I imagine its something quite simple.

The Normal map baked out fine really, but the ambient occlusion is coming out like this.

jpg-2.jpg

As you see its very dark on just a few select pieces, the rest are more representative of an AO, minus patchy shading and being a bit to bright. Additionally the shading accross the hole map is very patchy etc. as you see. :\

Any ideas?

Much thanks!
apple

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