So! I'm modelling and skinning a Jian-10, for the Source Engine:
I really have no idea how to go about painting the fuselage to look like a convincing jet-fighter-metal. How much should I leave to a shader?
So far I've been procrastinating by doing details, but I'm running out of stuff to put on there:
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TRICKY YOU KNOW
You can create a normal map by converting it from a hand painted bump map, but the key is to stick to geometry for details and avoid using too much tough texture.
did the file output look like anything other than black?
the render window will show what it sees in the viewport, with all the shading and that stuff, but the files output
will be seperated stuff, lightning will be white where there's no occlusion and darker where there is.
if there's no image you've probably de-activated what you need to render any actual lightbaking.
- Switch your render to Mental Ray. F10 > common tab > Scroll down to Assign Renderer > switch production to Mental Ray.
- In the material editor, create a new material > under maps > click none next to "reflection" and Pick "Ambient/Reflective Occlusion".
Note: It will only show up if mental ray is set as your renderer, so make sure to do that first
- Set the Samples to 64 > the spread to .5 and apply that material to your model.
Note: setting the samples lower like 16 will speed things up, but can give grainy results, which is great for dirt maps
- Add a sky light with default settings, it doesn't really matter where you place it in your scene.
- Now in the Render To Texture options there will be a new output option that only shows up once you have mental ray set as your default renderer, its called Ambient Occlusion(MR). Pick that instead of Light Map, click render and wait. It could take a while but considering you can't rush pretty.
- You can turn on Final Gather to smooth out the graininess even more and really refine the map. But often that isn't necessary and takes quite a bit longer. Most of the time you end up tweaking the map in PhotoShop anyway.
F10 > indirect Illumination > under basic check "enable final gather".
I've also gotten good results with the default scan line renderer, and a light dome like Harl suggested, but technically if you want an actual Ambient Occlusion map, this is the official way to do it. AO is a cat, skin it whatever way works best for you =P