Okay so ive recently decided to do myself a small project in effort to learn how to vastly increase my knowledge of production pipeline
So far ive made a high poly and low poly version of this model i made and finally rendered out a normal map in max
now im coming to the point that a nice ambient Occlusion map would be useful
the high poly model is so high that it indeed causes 3DS Max to crash everytime i tried using polycruncher that failed and now im trying Xnormal
On the high poly mesh do i need to have in the obj file a plane for the floor and a skylight already saved in there and how do i get it to understand how my UV's are mapped on the low poly?
Replies
Either select mental ray as your renderer and choose ambient occlusion instead of 'normal' map in the add map section of render to texture, or create a skylight, choose scanline render, and 'lightings map'.
As for your question about objs, I assume you're talking about going to xnormal.
Yes a ground plane is often a good idea, make it part of your high poly export. No you don't need a skylight. The baker understands your low poly's UVs because it's baking TO that object; the same way it understands them when you make a normal map.
And:
http://boards.polycount.net/showthread.php?t=41776
Oh well Trial and Error, i have to say fair play to the texturers out there its a hard job especialyl with some poor uvs