LWJGL - Shadow issue and need tips

So I starting texturing my models and started modular parts of the map. Like cliffs.

However, it looks like theyre floating… How can I break this illusion.

And another new issue for some reason now when models are UV mapped the shadows are wonky…

http://i.gyazo.com/4ad245a126bacd6d1b46bfdb0a51f1de.png

Solved the shadow issue!

However does anyone know of a technique for AO in a forward rendering system?

SSAO is the go to method. It’s really easy to implement and relatively cheap. Just kidding. It really hurts performance if done incorrectly.

Well how would you go about implementing it in forward rendering? I can’t find examples. And it seems tailored towards deferred rendering.

Well yes, but you’re going to need to have those standard buffers (normal, depth, so on) for all advanced effects that require sampling in a kernel. Light shafts, soft shadows, and others.