Okay so I baked my normal maps with an exploded mesh in xnormal. I've moved on to baking the AO map, but baking it with an exploded mesh doesn't produce realistic result for obvious reasons.
However, my AO map for an unexploded mesh has big white sections that it shouldn't, I assume because of intersecting geometry with the cage.
So what is a good workflow for complicated geometry in this situation? Cheers for any help.
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Also, if Simple AO in XN doesn't work, just drop you LP mesh both in the HP and LP nodes and bake them out from there. It SHOULD work, but I haven't tried that.
And what do you mean? in the normal xnormal renderer? It doesn't work with or without a cage, that's my problem.
EDIT: Baked a lowpoly AO map out in 3DS max, seems to have worked nicely
thanks for the tip!
I generally take this second one and tint it brownish and overlay on top of the other to simulate dust gathering in crevices. Play around with it
See the difference: