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I have made a fairly simple house in blender using a single material with an image texture:

enter image description here

However, when I try to bake ambient occlusion I end up with a really weird result, I am very new to this so could be I'm making a simple mistake, but been searching for solution for a few hours and can't find any.

enter image description here

If I try to apply that to the model in my game engine in looks horrible:

enter image description here

I want to bake normals and AO, but not sure where I'm going wrong. I go to render -> cycles -> ambient occlusion -> bake. Same for normals.

My .blend file:

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  • $\begingroup$ Have you UV unwrapped your model properly? $\endgroup$ – Arthur Blaquart Nov 22 '19 at 10:28
  • $\begingroup$ I have followed tutorials by minionsart which basically tells you to use "project from view" then drag the different parts onto the gradient color palette and move around as required. I do not know what you mean by "properly". $\endgroup$ – Green_qaue Nov 22 '19 at 10:31
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as far as i can understand you have only one uv at the moment that gives you the colors on the mesh, you will have to create a second one, unwrap it (you can try and assist https://www.youtube.com/watch?v=scPSP_U858k), and bake your ao onto the second uv.

using two uv's can be a bit confusing (Multiple UV mapping in 2.8 eevee?)

good luck enter image description here

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  • $\begingroup$ That does not sound right. Why would you need different UVs for AO and normal maps? $\endgroup$ – Coffeehouse Nov 22 '19 at 13:22
  • $\begingroup$ because at the moment he is using the uv to map colors onto the mesh, and they are overlapping as well $\endgroup$ – four two Nov 22 '19 at 13:26
  • $\begingroup$ But you can use the same UV for all the maps ... ao, normal, diffuse, roughness ... $\endgroup$ – Coffeehouse Nov 24 '19 at 10:32
  • $\begingroup$ true, but not the way he is doing it as he is using color map texture to color the model $\endgroup$ – four two Nov 24 '19 at 20:16

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