ok so first of all you take the high poly model and go to colour>batchbake> options box. Set the colour mode to Occlusion and fill texture seams to 3, change the resolution too. When this is finshed baking it automatically assigns it to the incandesence channel so break that connection and assign it to the diffuse channel.…
how i get my ao is bake it from the high poly using Colour>batch bake and using occulsion. Then i assign that map to the diffuse and bake that diffuse out so it matches my uvs by using transfer maps. Im not not sure if that made sense but im sure i could explain it better if you wanted.
Thank you very much for all your answers. I had really hoped that there is no need to convert to polys and divide, divide, divide as the geometry is already there. But if its the way to go....Thank you for clarifying. Plugging the AO-bake into the diffuse is really a neat idea and sounds very reasonable. I ll try this out…