Hello! i have some wierd effect when i bake Ambient occlusion in 3Do baker (increase or decrease resolution doesn't help), same result on different computers: and this seams appear at exact bucket edges, and there are no options to reduce this effect. And normal map conversion to AO through nDo it's not the same result, so it's not an option. Any solution for this? maybe in future versions?
Your normal map is incorrect - it's in sculpt mode. Leave sculpt mode and re-save it - you'll get all of the directions on your normal map that way.
The baking seams appear to be some kind of issue with your graphics drivers. What hardware is your computer running?
In the meantime, feel free to use the NDO to AO converter - if you play with its settings a bit (you can click on each AO layer and adjust its properties, including how strong or weak it is, how far the AO travels, etc) you should be able to get a flawless AO map out of it.
Yea thanks, thats what i have thought , the normal looks strange ))) my fault, and about video drivers, it's a latest nvidia GeForce GTX 960 drivers. And yea i can convert my normal to AO but it's not the same result like in baker, because in 3Do baker it's looks much better for me.
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And here is another try, with packed UVs :
and here you can see this seams inside UV island. so ...
ah normal map :
Normal map was created in nDo. many thanks.
The baking seams appear to be some kind of issue with your graphics drivers. What hardware is your computer running?
In the meantime, feel free to use the NDO to AO converter - if you play with its settings a bit (you can click on each AO layer and adjust its properties, including how strong or weak it is, how far the AO travels, etc) you should be able to get a flawless AO map out of it.
and cavity, object space, gradients are fine:
Normal map :
and mesh : https://goo.gl/A8aOJc
I hope it helps for some reason. Many thanks.