Problems with Cycles Baking! I have a bit of a problem, I'm trying to bake out a normal and a AO Map from a hires model, And place it on a lowres model.

The problem I get is when i bake the normals, the whole thing is pixelated, And the AO just has Solid Black and white noise all over it, you can't even see the shadows.
Im guessing that noise is whats causing it on both maps, however I have no idea how to get around it.

Ive looked around for an answear, i found very little information on this issue, some said it may be due to overlapping UVS, but i have none overlapping. I even tried using smart UV, still looks the same.

Please someone help me, this is really annoying, Been running into this every time I'm trying to bake!

Im attaching a photo where I edited them together to show you the issue.
Ok here's what I found. Due to the way your hires model is made you do not have an initial starting point with a basic UV unwrap. So we have to go the cage projection route. Which is the same method you were trying to follow on the video tutorial you posted in the chat.

Attached is the file you sent me, I have manage to produce the normals and AO with no problems on my end. You can try out the blend file below. I have packed a copy of the bake I made. Also to the left of the baking models I have created a GLSL shading model using Blender Internal Materials.

You will need to create nodes holding the texture for Ambient Occlusion and Normals. On the file you will see a green frame and a red one on the node window. The Green one is the node you need to select and make active before baking the Ambient Occlusion. Likewise the Red on is the node which holds the normal texture you need to select before baking.



DOWNLOAD - Here is the file.