You can't bake with proper results if you have overlapping or copied UV's.
This model does not need baking imho, that'd be overkill.
Just learn using dodge/burn.
Next time you make your uv-map, think about what aread will need diffrent lightning, and what areas can share the same portion of the texture. Adding lightning to this current UV-layout will be tricky...
By the way, always use powers of two or combinations of it for the size of your images. 512x268 is BAD. Should be 512x256.
With your current skin, you take up exactly as much memory space as a 512². The graphic card uses powers of two internally for everything. In this case, it will take another step to resize your skin to 512² and fill the blanks with black (wasted). This wastes memory space, and also can slow down texture loading, because of the extra work for the card.
Never use dimensions that aren't a power of two or a multiple of it. 32², 64², 128², etc etc... 512x128 or 64x256 or similar combinations are okay - whatever fits your model's requirements best.
This model does not need baking imho, that'd be overkill.
Just learn using dodge/burn.
Next time you make your uv-map, think about what aread will need diffrent lightning, and what areas can share the same portion of the texture. Adding lightning to this current UV-layout will be tricky...
By the way, always use powers of two or combinations of it for the size of your images. 512x268 is BAD. Should be 512x256.
With your current skin, you take up exactly as much memory space as a 512². The graphic card uses powers of two internally for everything. In this case, it will take another step to resize your skin to 512² and fill the blanks with black (wasted). This wastes memory space, and also can slow down texture loading, because of the extra work for the card.
Never use dimensions that aren't a power of two or a multiple of it. 32², 64², 128², etc etc... 512x128 or 64x256 or similar combinations are okay - whatever fits your model's requirements best.