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Baking normal details from UV 1 to AO map on UV 2. My brain hurts.

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MattDereve polycounter lvl 6
I have a very strange dilemma to deal with.

I have a building .FBX consisting of multiple objects with different tiling materials applied (overlapping UV's outside of the 0-1 uv atlas). I have created a separate UV set that contains the WHOLE buildings UV's but in the 0-1 UV atlas with no overlapping for the purpose of baking AO for the whole building.

However, the issue is that I don't have any detail from the tiling materials normal maps being baked into the AO since I can't load the materials onto the object whilst baking AO as they're using an entirely different UV set that isn't contained in the 0-1 atlas. 

I'm using 3D Coat to bake AO.

Am I being stupid or is this as complicated as I my hurting brain suggests? Anyone have any ideas?

UV SET 1 - For tiling materials

UV SET 2 - For baking AO

Replies

  • musashidan
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    musashidan high dynamic range
    You can bake an AO map on the normal map uv channel and multiply the result into the blue channel of the normal map. 

    The only caveat is that NM compression usually tosses the blue channel in-engine so something to be aware of.

    Someone else like @Obscura might have a better solution.
  • poopipe
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    poopipe grand marshal polycounter
    No idea if 3d coat supports it but you could try treating the mesh with tiling maps as a high poly and do a projection bake

    However. 

    Surely your in game shader will blend the unique bake with the tileables so this isn't a problem 
  • Obscura
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    Obscura grand marshal polycounter
    Sorry, but I don't know a way in 3d coat. I know one for 3dsmax, but because of the lack of mikk t space, it wouldn't be perfectly seamless.
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