you need to shift your overlapped parts to +1 U or V (makes no difference). Keep the cage close to the highPoly. also can we have a screenshot of your hp and lp ?
I'll get some screenshots up shortly. Gonna merge the 2 exploded meshes into a new scene and rebuild the models. Something I probably should have done in the first place. I saw a guy on another tut have a seperate scene for each model, then merged both into a new scene to do the explode/bakeout. Live and learn I guess. I…
There isn't much that will be captured on the AO and normal passes. You have a lot of long flat surfaces so not much AO or normal detail to capture. AO is calculated when two pieces of geometry have a difference in angles, such as indented corners (like the inside of a box), indents and extrudes. Aside from the edge…
1) It created a shell and looks like it was baking previous versions to the final bake. In the material editor use the eyedropper to sample the surface of your low poly object and see the shell material. Before you bake again, apply a new default material and in the RTT window under Baked Material Settings check on Render…