Hi. I’m experiencing an odd baking glitch with my ambient occlusion map.
I’m making a very low poly sink which is part of a countertop/cabinet
The highlighed faces have this sharp shading transtion along the triangulation line:
(contrast has been increased to make it easy to see)
It’s still present when I triangulate the faces first.
Autosmooth makes no difference. Funnily enough, when I set the opject to use flat shading, those triangle AO problems go away, but then I don’t have smooth transisitons between the quads.
That happens because you are trying to bake a smooth map in a mesh that doesn’t have enough geometry to smooth. You should make a higher poly version of this object and then bake from that object to the lower poly version using selected to active option or you could use a multiresolution modifier to give some geometry and use bake from multiresolution, but I am not sure how it works.
I just made a copy of the object* and subdivided the vertical edges and then bevelled the top and bottom horizontal edges and the AO bake looked a lot better:
I’ve used that exact video for doing high to low poly baking before, but in this case it wasn’t necessary as the uv mapping between the models was so similar.
*and put it into a new collection with everything else unticked