Detail lost when cycles baking to texture I've been working on a model lately, and UV unwrapped and textured my mesh. After doing so, I added some dirty vertex colors to add some darker areas, and I wanted to bake it onto my regular texture. The problem is, that I lose vertex colors after baking.

Here's a picture or my rendered mesh with vertex colors, full detail:



As you can see, there are dark crevices throughout the model, which is desired. I've followed the directions in this post to bake the dirty vertex colors onto my texture. Here's the baked texture, when using type "Diffuse Color":



The largest sphere is where the body is mapped to. The texture, after baking, does not have sa many dark spots as the first image. It's apparent when I export it to Three.js with the texture:



As you can see, the whole back part of the mesh has no vertex colors. Why is that so? I have followed the directions exactly as in the post linked. Here are the applicable files: 



stage1.png - FileDropper

stage1_REV.png - FileDropper
Your problem is that your UVs in their present state are really bad for baking. This may seem to work for your other texture, but the UVs are heavily distorted in the main body area where you noticed the issue.



You can use "Smart UV Project" to get a decent set of baking UVs so that you don't need to waste time on it (make it a new UV so as not to overwrite the old one).



Here is a quick bake and the results in texture mode: