So I was working on a normal map base for a texture this morning, and I want to get an AO map out of it - but I have no idea if its possible with floating geometry (see below!).
So whats the best way to deal with this? or is something simple :P
Thanks for any help!
Replies
For this type of thing you might be better off just using a Crazybump pass instead of "real" AO, or you could do something like Magic Wand select the "flat" area in the normal-map, and mask that out of your AO bake (since in this case that will get rid of any artifacts arising from the fact that these are floating).
I'll try merging the AO from the floaters and the base in photoshop as well though. Thanks for the help guys! I'll post results later today when I have some time to finish it.
You could try, rendering it two passes. One with the floaters hidden and another with only the floaters visible (or maybe it was with shadows on the floaters disabled?). Then composite the two passes? There might be something on the PC-Wiki about it...
You only need to do the two bakes from highpoly to lowpoly, and then composite in Photoshop. There is no need to UV map the highpoly at all.
That said, I find that process pretty fiddly and time-consuming especially with large and complex models, most of the time it's unnecessary IMHO.
This + mop's suggestion = win.
I think its what he meant, if he mis-worded it. At least Vig's approach is what I got out of it.
So far Crazy bump seems to do the job fine, I'm having a crazy busy few days so I don't think I'll try anything else for now.