Was wonder what you guys thought about setting the background to your AO black instead of white... This would essentially make all spaces inbetween the UV islands black.
Not sure how much this would affect mip mapping seams if you already have your padding. Having it black I think just makes it feel cleaner.
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It doesn't matter since you're not going to be using the AO by itself, what matters is the padding and an easy enough color to use in the BG to break it out willy nilly. So black, green, anything that floats your boat I guess.
But that doesn't mean the area between your islands should be black, they should be the same colour as the nearest (and most important) bleed. That will sometimes be black, often it will be grey or near-white.
Yes you are, things like reflection and ambient light masks use the AO raw.
Wouldn't the AO be fighting the natural lighting in most cases really badly? I was never able to get an AO to work in either cases correctly, since it ends up blowing up the values by alot, so I would resort to manually editing.
Unless I'm missing something?
Wouldn't it work better to make a few duplicates with a lower blur amount (duplicate + modest blur. Then duplicate that + modest blur again ect.)? That way instead of having an averaged color of the entire map you get the blurred bleed with the colors close to their respective shells.
Maybe so you can use it as a mask? Why not render out a solid colored template?
UVW Editor Window > Tools > Render UVW Template
You can even hide UV shells, sort them by mat ID and render out separate templates for different selections. A mask for metal, a mask for leather, a mask for flesh bla bla bla... TexTools also has some interesting ways to create masks from what I remember.
I personally use the template to render out wire and solid colors. Then in Photoshop I have a simple action set up to sort the colors and create masks, its all very easy to step up.