As title says, i'm wondering what would be best way to bake somewhat complex mechanical machinery in way that would be in-game animation friendly. I'm creating kind-of-a mech with hydraulic legs, bending hydraulics hoses and jointed armor plates, and am hoping to animate it and take it to either UE or unity for renders.…
There is no good solution for this, other than the exploded bake, at least at the problematic pieces. But modern real time renderers has some screen space ambient occlusion solutions that runs and updates at real time. That would nicely put back the missing shadows. Some of them are even able to pick up details from normal…
Hey few days ago I'm wondering about the same issue. Currently I'm modeling a gun with some interior parts and just wondering how should I bake the AO later. For me though, the final presentation will be in TB3. What I'm planning for now is just to get a good exploded bake for Substance Painter to work on (to generate…
Rendering with TB3, you should not need SSAO. Instead use the new voxelization bounce light features :) Might as well use the real deal instead of fakery. That said, there is a good argument to be made for still including material AO which cannot be captured with SSAO or simply high quality indirect lighting. Micro cracks,…
If you are using UE4, capsule shadows might work. I've used them for a making a ceiling fan cast soft indirect shadows. But they are situational, and I don't know if they self shadow well. You would still want to bake the cavity maps, but of each part by themselves, and you can put that in the AO of the material.