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Overlapping UV shells and AO map issues...

polycounter lvl 6
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mobkon polycounter lvl 6
Hey all -

I know to overlap UVs where you can to save texture space etc. But, how does this work with AO maps? Let's say I have 4 similar shapes on my model that I can share UV space by overlapping shells, this works great for diffuse and normal maps. But for AO maps I'm running into an issue. Not all the shapes have the same occlusion information due to different surrounding geometry. So in order for my model to have the correct AO information, do I need to separate these shells for the similar pieces?
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