thank you for the tips …
this project could do without specularity … i was thinking that having hot spots, no matter that they are locked to one position, would suggest metal objects more then not having them …
however, im having a completly different issue … it is a new concept, baking, to me so i have been experimenting with it … . on balls and cubes some tests, light and color … that worked fine. But once i started working with a more complex character, well … the shadowing turned out always pretty bad … i would increase texture size, samples, shadow quality, i would smooth the model thinking that may increase the quality of the texture … but no, still pretty junky result …
any tips?
currently i have been baking Final Gather and raytraced shadows …
the settings are pretty simple to understand, the workflow seems pretty straight forward … time sucks to wait, but … why is the result so bad? … something wrong with the model??