wondering how kit bashing a bunch of smaller machine like parts to make different assets would work with ambient occlusion? If you’re throwing all these little parts together to make variations of assets, you wouldn’t get any AO on the overall finished asset. How do you deal with this? Just forego AO maps with kitbashing?
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Making finished assets out of other assets is just being modular. And in that case you would still bake AO for the modular pieces.
Thanks
Realtime AO effects can be a solution, you can also try baking lighting and using UV2 instead of UV1