Author Topic: Baking Ambient Occlusion on Stacked UV's  (Read 3882 times)

OK so I am trying to optimize my UV space and since many of the UV's share a material I am stacking the UV Shells to save UV's space and make more room for other objects on the model that does not share the same material. Like the walls of this Cabin I am working on all will have a wooden shingles texture on them so I am stacking and aligning the walls and such. I want to have more UV space for some solo uniquely texture objects in the cabin so hence the stacking.

The issue I see is that while stacking UV's to tile textures across when baking AO it gets all kinds of funky/doesn't come out like it would if the UV shells are not stacked. Does anyone know what I should be doing to get a proper AO bake when stacking UV's for optimization?

Here is an image of what the model looks like after baking maps when UV's stacked.]

Hey, by stacking you mean overlapping?
can you post a screenshot of your UVs?

This is an example, they are not the exact UV's from the screenshot but yes, they are overlapping since I would be using a tileable texture I stacked the UV's to make room for the other pieces of the cabin. Here in this screenshot you can see all the walls of the cabin that would have the same texture applied to them stacked on top of each other.

Hey sorry for the late answer, if your UVs are overlapping like this, you cannot bake ambient occlusion as the information cannot be shared between different parts of the mesh.

Hey no problem! Thanks, I figured as much but learning as I go. Ty for the confirmation.