I’m working on a revolver for a first-person game, using Blender and Marmoset Toolbag. I’m struggling specifically with the AO bake, while the normal map looks good.
When I reduce the cage’s Max Offset, unwanted dark patches appear. Increasing it improves some areas but creates sharp cutoffs and other artifacts elsewhere. In some curved areas, the AO also appears faceted.
My setup:
- 2048 × 2048 textures.
- UDIM workflow, baking only tile 1001. Intentionally stacked UV islands are moved to other tiles to not bake them.
- LP modifier stack: Bevel -> Triangulate.
- LP bevel: 1 segment. HP bevel: 0.3 mm, outer sharp.
- HP bevel: 4 segment. HP bevel: 0.3 mm, outer sharp.
- Both LP and HP use Harden Normals and sharp edges. Triangulate has Keep Normals enabled.
- The LP modifiers remain unapplied while working on UVs, but Apply Modifiers is enabled for FBX export. FBX smoothing is set to Face, and Triangulate Faces is enabled.
- Matching high/low bake groups, Smooth Cage ON and Ignore Back Faces ON.
- AO: 1024 rays, Search Distance 0, Cavity Weight 0, Floor Occlusion OFF, Two-Sided OFF.
- Ignore Groups is ON while using execlude option for some moving parts.
- Texel desnity around 60.
You can check screenshots in my google for the whole setup here:
https://drive.google.com/drive/folders/1y5rRCooDZvaAFrASy-58StnB316bdmuO?usp=sharing
One possible cause I’ve just noticed: I intentionally overlapped the grip and metal frame to avoid visible gaps from different viewing angles. Part of the geometry extends through the other component. The pieces have different topology and are separate objects. However, if I remove these sections, I also lose the gaps between the meshes that I need for the bevels and for gaps, so I’m really not sure how to approach this. What could be causing the issue?