Post by dolltrait on Jul 7, 2020 8:29:52 GMT -5
Hiya, I'm an amateur 3D modeler who wants to make stuff for the Sims 4 (I've been making stuff for Skyrim, which is somehow an easier process for me to grasp) but I'm running into some problems, namely with baking Ambient Occlusion for a simple top I'm trying to get into the game. I made my mesh in Marvelous Designer and re-meshed it which gave it a polycount of 3184, then put it into Blender and followed these steps. The AO always bakes with black spots with an unknown cause. I've followed this tutorial for baking AO, which states that this is due to (1) normals not all facing the outside (I have tried flipping the normals and re-calculating, which seem to have no effect), (2) overlap in my UVs, which is not the case, or (3) some parts of the mesh being covered by the body mesh, which I followed the outlined steps to address that and there was no change.
I also tried this method for baking normals instead of AO but the high-poly mesh always turns out weirdly blocky in MD and that blockiness bakes into the normals / AO, which is ugly to look at (P.S. it's still blocky even if I change quads to triangles). Pictures below.
How the mesh looks in Blender + AO results + AO settings:
How the mesh looks in MD with particle distance lowered to 5:
Any help would be appreciated. The workflow guides I've found for MD to Sims 4 have been helpful but feel like they're glossing over things, but I'm also a noob, so yeah.