Hey Polycounters,
Just a quick question regarding ambient occlusion maps. When you bake an ambient occlusion map from either the high poly object or the normal one how do you set up the lighting usually? I watched a video tut where the the guy used a sky light/ambient light to bake out the map. Is that the general thing to do when baking the map or should i use spotlights or a couple of pointlights?
And should you always bake an occlusion map and overlay it in your texture?
Cheers guys!
Replies
However, there are cases in which you'll want custom lighting setups. I recently worked on a game for a platform that couldn't do very good lighting (no shadows, just directional light and ambient) and the object in question was always under spotlights and on a flat surface so I set up the ambient occlusion bake with a hemisphere of point lights. This wasn't really an ambient occlusion bake, but it had the desired effect; shading below and lots of faint, hard edged shadows as though under spotlights.
There isn't a correct/incorrect way to do anything really. The main reason AO maps are good is that they shade joined areas of the mesh, for the most part draining out the lighting difference between one part and another. (such as a right angled, concave corner) They're also useful for displaying detail that for whatever reason (lighting, 90 degree angles) doesn't show up in the normal map.
There are a few methods to do it, as you've mentioned, but using spot, directional, or omni/point lights will result in the wrong kind of shading. Using any sort of point lighting information will result in directional lighting being baked into your textures. This isn't necessarily bad and it's sometimes good for certain styles, but it's not AO.
Most renderers these days have some sort of ambient occlusion shader or setup in them, though using sky lights is an effective way of getting ambient occlusion. You could also look into something like xNormal to bake AO.
As for whether you should always use AO, that's completely at your discretion. AO can help ground details in your normal maps and make your model seem more solid, but overdoing it or using it the wrong way can just make your textures look dirty. When making organic models, sometimes it's helpful to colorize your AO so it doesn't look so harsh.
you can do it in a same way as you bake normal maps. enable projection mapping, pick high poly and just choose lighting map instead of normals map when you add elements to bake.
The guy who did the tutorial came out with a decent AO map. I cant figure out why mine is so crappy. Any ideas on how to do this better/completely different that would give me a better result? The images below are of my ambient map and the texture with it multiplied on top
The high poly looks like this and the entire object looks like the imager under that. should i bake the ambient occlusion map when the object has been combined together rather than doing it individually?