Hi fellow polycounters. Probably an obvious question to all of you, but before that im going to explain the situation.
Im making a bunch of models, theese models have no "highpolyversion" and i want to bake an Ambient Occlusion pass for them. However when i try to bake in max its ALLWAYS freezes when i try to make a test render its allways at 13.3% and im using the Mental Ray method.
I have also tried doing this in xNormal, but since i have no highpoly the ao comes out....well really really weird.
What options do i have to bake my AO? Is there anyway i can make this work in Xnormal without a highpoly or do you guys recoment an alternative method in Max, or should i look for a third party app?
Thanks.
Replies
Also try just using the scanline renderer in Max, with a skylight and light tracer turned on in the render settings.
Thats what causes the AO bake error, it dosnt render a map if no mesh it put into the Highpoly slot.
Check to see if you are baking to the right UV channel. (sometimes by default Max has it to channel 3)
http://wiki.polycount.com/AmbientOcclusionMap
think you missunderstood what he means.
He means load your lowpoly mesh in to both High and Low tabs inside xNormal, then bake.
thats exactly what i did.
What are the RTT settings? Printscreen/dropbox?
http://www.polycount.com/forum/showthread.php?t=76895
that is the image i got from xNormal, while having the Low Poly and the Highpoly as the same mesh. All my test renders are done as 256x256 it dosnt solve anything.
I think your errors might be coming from the UV layout and it might be using the wrong channel.
The channel is allready checked, but since im trying to save texture memory i used some overlapping faces. Theese where only used on areas where i know it looks the same on both sides and would have identical occlusion anyhow.
Best bet is to take the faces you don't want to render, and move them 1 unit outside the 0-1 UV square. Like this: http://wiki.polycount.com/NormalMap#UV_Coordinates