I've been working on a model for the past several days to strengthen my understanding of the high poly/low poly process. Ive (unfortunately) had the experience of attending a university where despite its claims I received little in the way of help or direction in creating game art, so polycount has become my go-to place to find answers. Baking normals was a breeze thanks to the excellent write ups on the wiki and the boards. Currently though, Im having a tough time with transferring AO maps. If I might ask some beginner questions:
1) Should I even be transferring AO from low to high or should I just generate AO for my low poly model?
2) How should my mesh be set up for transferring or baking AO? Should it be exploded, individual pieces? A combined mesh?
3) Ive gotten a lot of artifacting from my test bakes, though Ive made sure to remove overlapping UV space. What else could be causing it?
Im a Maya user for the most part, which hasnt helped given that the mentalray render is extremely slow. Because of that, Im trying to learn xNormal. I'd appreciate any advice!
Replies
3) Hard to say without pictures. This guy had some artifacts on a rotated model, resetting or applying them fixed the bake. So, there's one possibility.
I recommend using xNormal for doing AO, it's much faster than using Maya.
2) With AO...you don't want to get any self shadows on moving objects...for instance...a Tire on a car would get shadow from being under the car...but when the tire rotates...that shadow will rotate with it too and look silly.
That is where doing an exploded view..or baking separately helps.
3) Really would be beneficial to see your model and the ao map...not sure what would be causing it. Could be issues with your cage...could be render settings for AO, not sure.