I am constructing a rock wall with two different brick models. I have the wall setup, with the two bricks uv mapped. I added all the lower res meshes into a single object. Now I added a UV modifier to get both bricks into one map. I have about 13 bricks in the wall, and getting UV space for all of the will really lower the resolution. I was wondering, is there anyway to get a ambient occlusion bake for every brick somehow? I tried last night, and right before I loaded UDK I realized it wasn't going to look right because every brick shared the same AO map.
Working in Max. Thanks.
Here is a picture of my UV with the faces selected, I hope you guys can see what I mean, and what I am asking about.
![captureni.jpg](http://imageshack.us/f/684/captureni.jpg/)
Replies
If you want a unique AO for every brick you'll need a second uv channel and you'll need to bake to that
And thankyou for the reply Earthquake, I wasn't very clear, sorry. I am creating kind of a rune type wall model with stone slabs type thing. Unreal did it with their Foliage Map example.
I know this isn't very optimized for a game, and I am doing it more as a training type thing. I see what you mean by it usually being done with just a solid mesh.
With this, model here, and the two unwrapped bricks in one UV map, I was looking for getting a AO bake that would compliment ever brick separate. When I tried doing an AO with the above UV, I think you can assume what most of the bricks looked like :P
Thanks again for the help guys.