Hey, I am trying to create an ambient occlusion map in 3D max, I know there's a way you can do this where 3D max will pass over the object and create a map for me, but all I have found online are tutorials on how to create an ambient occlusion pass over my render and I can't remember for the life of me how to do it..…
renderhjs, render presets... and the only hassle with 3dsmax is setting up the RTT window for each object. xNormal is great, but why go learn another app and become defendant on it when it might not be available at the next place he works. I'd suggest getting the standard work flow down and then branching out and seeing…
first guess, you have overlapping uvs, like all 4 sides of the collumns on the same uvspace, just move all but one uv cluster on that space +1 unit out of the uv space before baking
does anyone know why this might be happening? Im getting AO maps that look all faceted. I have tried with zero smoothing groups, 1 smoothing groups and many smoothing groups. I cant seem to get a smooth result from RTT like if I simply render it out with F12. Using max 9, render to texture, I dont have a hi poly object, i…
That's the really great thing about XNormal, you listen, and put in features like a mad man! I really do love it and its crazy awesome for making normal maps. But I can't use it at work. Just to expand on my max AO work flow (to help you make XNormal more kick ass). - I like to place dominant lights, like if I know an…
if you want to bake it into textures better use Blender or even Better xNormal. Booth are free and have a quick setup just for baking AO maps. DOing the same in Max is still a hassle to setup - and even more a pain when you want to remove the environment settings and other related changes back to normal to render in a…