Is there a way to get rid of these weird stripes on the AO map?
Nothing on this model requires you to bake AO. the only part that would have AO is the base, which you can accomplish with a gradient.
>>524053Never had this problem, but maybe it has something to do with your normals.
Are you using face or vertex normals to compute it?
>>524053I am not a 3d artist and never use blender. Is there a feature in Blender that you can bake texture to a lowpoly model based on a highpoly model?
>>524053Bake from a highpoly, like >>524883 suggested. In Blender it's called "Selected to active".
OP, i feel your pain. I had this problem for AGES, especially with low poly models such as yours.The problem is there simply isn't enough polys on the model for the baker to know what the hell it's looking at. You can fix it by tesselating your lo-poly model significantly. Bake that, then slap the baked texture back to your original un-tesselated model.
Literally add a fucking subsurf modifier, and don't check "warp UVs" or whatever its called.You don't have to apply it either.
Ctrl+A -> Scale