Texture baking, some faces don't get lit properly I'm working on a camp site illustration and while baking the textures I've ran into a interesting problem I'm unable to solve. Regular cycles render:


Following a tutorial to bake textures I used "smart UV project" to unwrap the object in the center and baked the texture onto it with this result:


Some of the spheroids in the object get something like a inverted shadow - the areas that should be lit aren't, and the areas that should be dark are lit.

This only happens with the bush like illustration of a forest - all other elements in the scene appear to bake correctly.

Any ides what might be causing this behavior?
Summary of the discussion between Matthew Abrman and lemon.


Go into edit mode. &#8633; Tab
In the 3D Viewport Properties Panel (N) locate the Mesh Display section. Activate Show Face Normals.


Several Normals don't point in the right direction.



Selecting all and doing the Flip Normals operation would result in the correctly oriented normals to invert themselves.


Use the Recalculate Normals operation. &#9096; CtrlN