AO in the 2nd UV channel? Are you talking about lightmapping? Xoliul's shader supports lightmaps in the 2nd UV channel.... http://www.laurenscorijn.com/viewportshader
try putting your lightmap on the colorgain input of your color texture instead of using on the diffuse or ambient. This will really multiply your lightmap into your colorgain.
I have blocked out this vampire scene in Zbrush, then rendered in Lightwave. I like how a character can be quickly blocked out in Zbrush :D I'm still figuring out hard surfaces between Zbrush and Lightwave.
I have a train that Im texturing. Im using a trim sheet that I will probably vertex paint with another dirtier/worn version of the same trim sheet, but for dirt leaks, Im deciding on using decals or adding in a 2nd UV channel. Any advice here on what would be best? Also, should I make this train in modular pieces, or does…
I researched the terrain shadows on UDK and the situation sucks. Either I have cast shadows and no lightmaped trees or I have lightmaped trees but no cast shadows...
Helloo, my lightmap UV's are stitched at the edges, Here are the lightmaps for the Pillar (only 1 island) Dont mind the topo :) was playing with it for vertex painting lol and for the Edge Decals, only corners pieces