Hi Quixel users and everyone else!
I wonder if there are any recommendation regarding how an AO map should look like to be optimally used DDO and a workflow how to create those.
Currently I'm doing the following:
1. make AO from high to low poly in Blender
2. add details to normal map with NDO
3. a) convert edited normal map to AO using NDO as well OR b) extract layers with the edited details from the NDO normal map and create fake AO in PS manually
4. combine original map from 1. with the map from 3.
I don't actually know if it is a good idea to combine the backed AO with an AO map generated by NDO, since the map from NDO usually covers the whole map or should I just add AO were I added the details in the normal map?!
When generating an AO map in NDO it is brownish-blue instead of greyscale, that is something I don't understand either, would appreciate some explanation as well.
To use the AO map optimally in DDO, is there any general recommendation, should it have a high contrast, be more dark or bright, having tight or wide shadows?
Probably the answer is that it depends on what I want to achieve, anyway would like to hear how you are doing it.
Cheers!
Replies
I'm not really satisfied with the quality of normal to AO conversion in NDO either, it looks weird to me and seems to be done with very imprecise disconnected strokes (increase the range to see it clearly), so I never use NDO to do it (I use Knald or CB instead).
I'm not eager to pay for a Knald or CB license just for that single function though
It would mean to add another program to the pipeline as well, trying to avoid that too.
The results from NDO seem to work ok with DDO, still I wonder why it's colored. I desaturate them actually at the moment.
PS. Don't get it eather why ndo creates default AO with colored map in any combinations, so I made an action to desaturate it immediately after NDO stops :poly121:
- Teddy
will try hight map as well, thanks for the advice!
@Teddy
Awesome, happy to hear that! :thumbup: