ok sorry, uh long story short just basically the same way you can bake ambient occlusion maps from max via mental ray render to texture I heard you can do the same with xnormal and I wanted to bake my normal maps + ambient maps via xnormal and I just didnt know the process to do this (Johny I think we talked about this already and all no?)
Good news for you: xNormal comes with a 174 page manual, and what you are looking for is on the page 60 of the PDF, located at something like C:\Program Files\Santiago Orgaz\xNormal\3.11.0\docs
But really, it just comes down to checking the "generate ambient occlussion" checkbox under Normal Map tab - you probably don't need a manual for that.
btw, it's possible that if you don't have 2Gb RAM you will get an "out of memory error". Disable the dilation filter, AA smooth edges and antialiasing or render 512x512 map as maximum. I'm working to make it more efficient at the moment.
thanks jogshy, I only have 2 gigs of ram at my pc at home , at the moment so rendering out those ambient maps ran a bit weird, im trying to render 2048 maps is that gonna cause a issue if I do that?
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But really, it just comes down to checking the "generate ambient occlussion" checkbox under Normal Map tab - you probably don't need a manual for that.
(sucks I gotta do each part 1 by 1)