Hey guys,
This is my first post on the forum. I am currently a student studying games design and I am having a problem baking out an ambient occlusion map for a brick pillar that I have modelled.
The problem I am having is when I project my hi res model onto my low res model, the low res model shows through as black blobs on the AO map. I have read somewhere that hiding the faces of the low res mesh can solve this problem but I have tried that and it didnt work. Has anyone got any suggestions that could help me fix this?
I am using 3ds max 9 if that helps, thanks:)
Replies
I had to hide the faces, by going Editable poly - selection - polygon - hide. Then i had to deselect Editable poly and go back up to Projection and then hit render. I must of had Editable poly still selected. duh
Thanks anyway:)
you need to put a push modifier on your lowpoly and adjust it so that your lowpoly is completely behind the bricks and not intersecting at all. For some reason mental ray will only project rays outwards. The black areas are bits of the hipoly that are behind the lowpoly.
Of course you could just use the default renderer and a skylight to do this and you wouldn't need a push modifier
I think that here You will find all what You need to create your "Shade Map" under 3DSMAX :
http://udn.epicgames.com/Three/CreatingShadeMaps.html
here's all what You need to create Your "Shade Map " under 3DS MAX :
http://udn.epicgames.com/Three/CreatingShadeMaps.html
diZzyWalnut: Thats an awsome tutorial cheers, i will give that a go and compare the results. The detail from the armour seems to pop out, it looks awsome.:thumbup: