Hi all,
I have a question about Ambient Occlusion maps. So I know you can use them on your models, however if you are using UDK/Unreal or a game engine that renders Ambient Occlusion automatically, do you still need to create Ambient Occlusion maps and apply them to your models?
I'm using UDK 2013 for a game engine, not Unreal 4.
I use Crazybump to create Ambient Occlusion maps, but I don't know if that's a good program to use to create them. Should I try to create one through Photoshop,Maya, or ZBrush? I would probably use PBR programs for this instead, however that option is not available to me at this time.
I feel like it's probably a good habit to create Ambient Occlusion maps for your 3D models, however I don't know if I need to create them if the game engine already renders the Ambient Occlusion for me. Should I create Ambient Occlusion maps to put them in my portfolio so that I know how to create them when I apply for Junior Environment Artist/Prop Artist positions?
Any feedback on this question is greatly appreciated. Thank you!
Replies
So you'll probably want to have an ambient occlusion texture, which captures AO from texture detail.
If you can, it's worth baking it from a high polygon mesh, as you'll get the most accurate results. If you're unable to, then generating it through CrazyBump will probably do (although I'd recommend Knald for that).
Ambient occlusion's role has changed slightly with PBR. Where before you'd tend to include it into your diffuse texture and specular textures, to try and fake the occlusion of ambient light (but the downside of that is that it occludes ALL lights, not just the ambient light), with PBR it's generally kept as a separate texture and it's used to only occlude the actual ambient light, rather than all light sources.
As for just generating things for the sake of including the texture in your portfolio... if you're not actually using the texture, I wouldn't include it.
So when I create the Ambient Occlusion map, do I bring it into Photoshop and set to Multiply over the Diffuse texture, or do I add an Ambient Occlusion node to my shader in Maya and apply the AO map there?
I'd recommend using xNormal to bake stuff, rather than ZBrush.
WaYWO: Thank you for the information
I have done AO renders for some of my objects in Maya, however it seems that some objects that I have made or Diffuse maps that I have made do not produce any AO maps, unless AO does not apply to every object or Diffuse map that you create.
If you're seeing that there isn't any ambient occlusion being baked, it's possible you have a very simple convex mesh or there's something going wrong with the baking process.
My first suspicion would be that you've got overlapping UVs on your mesh.
Open the file and then look at page 39-40
http://advances.realtimerendering.com/s2012/Epic/The%20Technology%20Behind%20the%20Elemental%20Demo%2016x9.pptx
On the left is my Diffuse map, and on the right is the AO map I rendered from xNormal. I don't know if it's a result that I didn't align them properly in Maya and that caused the result with the AO map, or if it's something else. Are you asking to see images of my actual mesh?