Ambient occlusion map has sharp triangle edge artifects

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
image

The highlighed faces have this sharp shading transtion along the triangulation line:
(contrast has been increased to make it easy to see)
image

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.

Can anyone offer any advice please?

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.

Basically, this is the process. https://www.youtube.com/watch?v=o568T79egTs

Thanks for your answer :smiley:

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

I’m glad you did it. Happy blendings!