Hey all!
I've been trying to figure out how to use a custom made AO map that I exported from Mudbox with my scene inside 3ds Max 2010. I'm not sure where I would use the tga inside the material editor. I've got my unwrap on diffuse color and my normal map on bump... where would AO go and what material type would I use? The Ambient/Reflective Occlusion material seems to be for dynamically casting AO onto other meshes in the scene, not to overlay a custom made AO onto your mesh. I tried looking around for how to do this with no luck.
Thanks!
Replies
In 3point and maromset you use the AO for masking the ambient light, which gives you nice looking fake indirect lighting. Other than that as the others said combine it with your diffuse to boost the details.
You can invert it and use it as a layer mask in photoshop. this makes a great starting point for dirt (all the crevices and corners get dirt)
Thanks guys!
Basically your faking indirect light by baking it in the diffuse, so id keep it subtle to avoid the cell-shaded look.
I always just use Composite and set the layer mode to Multiply inside of Max. You get double shadows though, so you either need to turn up Self-illumination or put a Skylight in the scene in addition to whatever other lights you want to use.
Or simply edit the content of the AO map and use multiply, there is no rule that states AO must be multiplied without editing. A simple gradient map to act as a "skin shading ramp" masked to the materials that have skin works well.
The final result of my model (watch in HD):
[ame]http://www.youtube.com/watch?v=PqZ8PwjHqEU[/ame]
Thanks for all the help guys. Its really appreciated!
Not really what I was saying, I made a quick little post about it here;
http://www.polycount.com/forum/showthread.php?t=81562
You can get the same result by tweaking the curves(contrast) of your ao with multiply. C'mon people, dont be afraid to edit your AO.
Multiply is good because it is a reliable, predictable method, that you can use on all of your assets. It would become a bit of a mess if you did something different for your AO every time you made a new texture.
I use a gradient map on my AO/cavity maps all the time. Great for getting a quick base with some decent colours very quickly. You tend to end up with a handy library of gradient ramps as well when you work like this.