Hey guys, I’ve been trying to get some good work methods down for baking down high poly models and I thought I’d test on a rather simple crate. I’ve had this problem a lot in the past, and have been trying lots of things to try and remedy this without much luck.

I’ve pulled the low poly mesh out from under the reference model so you can see the missing detail in the AO (namely in the middle section). I guess I’ve had really spotty information regarding geometry positioning from high to low mesh, and what’s acceptable or what’s not.
I’m using a 256 squared texture for the AO just so it runs quickly in the tests. But as you can see in the photo above there are planks and overall, just whole sections that don’t show up in the bake result. I’ve tried adjusting distance measures, spill factors, but nothing seems to really change it. I’ve even tried making the low poly, slightly larger, or smaller than the reference mesh but that had little effect either.
I’m sure it’s just something obvious that I missed, but some good method reference would also help a lot. I haven’t found a lot of up to date learning material that explains this process very well.
