Hey all, I have another question for all you poly counters. So I started making a high poly model, and I understand how to bake the normals out, but how can I get an ambient occlusion map from the high as well? In my case I am doing an air conditioning unit, and I was wondering if I normal map the grate and fan blades onto the front how I could get all that detail in an ambient occlusion map, because obviously the AOC from the low poly would just be a flat face. (I am modeling the high poly in softimage first, then bringing it into zbrush for finer details if this helps)
Thanks in advance!
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If you were baking the normal map in zbrush and wanted to use that for the AO as well, download the MultiMap Exporter plugin. That is capable of doing the AO. Otherwise you could probably duplicate the tool, fill it 100% with pure black polypaint, use the mask subpallete to mask by ambient occlusion, and then fill it with white. Then create a new texture from that polypaint.
Xnormal is also a great option though, so don't let this post hinder you from trying it out.
http://eat3d.com/free/xnormal_overview