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So I've been battling with the Cycles Render, trying to bake normal and ambient occlusion maps for each object I have created. However, I have been receiving the following results: Normal map Ambient occlusion map

I have been baking the high- and low- poly objects within the same coordinates, selecting the High and then Low objects in order. This has been done in 2.73a of Blender, in case that also needs to be known.

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  • $\begingroup$ Looks to me like you have overlapping faces or UVs, which is causing z-fighting. See blender.stackexchange.com/q/5441/599 $\endgroup$ – gandalf3 Mar 2 '15 at 0:16
  • $\begingroup$ Here's a look at the model and the first UV channel I have made for it (I have a second that has .008 padding between each face.) i.imgur.com/ZBv1xDJ.png I have this feeling now that I've built this and other models in a method that I shouldn't have. $\endgroup$ – warezIbanez Mar 2 '15 at 0:55
  • $\begingroup$ As a test you might try unwrapping with U > smart UV project or lightmap pack to quickly get a map without any overlaps (I'm not sure if yours does from the screenshot). Note this will overwrite your UV's so you might want to test this on a new UV map. See blender.stackexchange.com/q/24398/599 $\endgroup$ – gandalf3 Mar 2 '15 at 1:04
  • $\begingroup$ there is a problem with alpha, try creating a new image without alpha (uncheck) then bake. $\endgroup$ – Bithur Mar 2 '15 at 2:15
  • $\begingroup$ @galdalf3 Unfortunately, I got this after adjusting Pack Islands to .02 on the first UV Map (.04 on the second map for a Lightmap:) i.imgur.com/YkbWoSq.png $\endgroup$ – warezIbanez Mar 2 '15 at 4:15
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So Gandalf3 did have the answer, although I did not understand the previous topic he had posted. What I did to solve it was move the high-polygon object into another Layer. As I also had multiple materials for the object to be exported into a certain game engine, I had to remove one material before being able to bake the maps in question.

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