Okay, ive been making an Ithaca M37 in MAX, and i am trying to make a cavity map. ive now attempted to bake ambient occlusion maps through both 3DS MAX and xNormal.
3DS MAX:
xNormal:
As you can see, neither of the maps look right. From what ive learnt, they should have darker areas where the light cannot reach easily. However, no such areas exist.
Its probably something really sill that i forgot to do, but if anyone knows whats up and appreciate a suggestion.
Thanks, C
Replies
If you're baking AO from an exploded high/low bake, you may want to combine an AO bake from just the lowpoly as well.
Finished model:
The tutorial says i should combine different images to create my cavity map, but i dont know if it looks right once i have done so.
Cavity attempt:
Also your cavity won't be that prominent until you get some base colors down, but looks like it might be doing what it's supposed too.
tut: [ame="http://www.youtube.com/watch?v=bgYoXF6QmWw"]Explode a Scene for Normal Map and Ambient Occlusion Baking - 3dmotive - YouTube[/ame]
You wont need to explode the model for this.
In RTT make sure in the options you check "hit only matching id's"
Example:
low poly gunbarrel has mat id 1
high poly gunbarrel should also have mat id 1
but the lp and hp grip has a mat ids of 2 and these don't touch so they wont bleed over each other.
Sounds gross but you get the point.
Xnormal cant do that but its planned for version 4.0 from what I hear.
Reed