another follow up question... if I have my lightmap on a separate channel from my diffuse, and simply use a tool, or "flatten mapping/pack uvs" to instantly generate the AO/lightmap, then I cant multiply my lightmap onto my diffuse texture in photoshop. Since you dont usually move all faces by 1 unit and/or share UV space…
If the object's textures do not tile, then the AO should be simply multiplied into the diffuse bitmap. However if you're tiling textures, then you need a shader that either: 1) multiplies an emissive AO (instead of doing the usual additive), or 2) multiplies a diffuse AO with the regular diffuse. Edit, here's a shader you…
That makes a lot of sense, thank you. One follow up question please... Because of the difference between creating diffuse and lightmaps, is it really common to use different channels entirely for the lightmaps and the diffuse maps? Or is it that generally in the industry once the lightmap UV's are created the same UV's are…
Characters are typically mapped entirely within the 0-1 UV space, because of this you don't need to use a separate UV for the AO, you typically just blend the AO right down into the diffuse map itself. Environments typically use tiled UVs, so you can't simply combine the AO down into the diffuse. Also characters don't use…
Microneezia you can still bake out an AO map and have it overlap the diffuse in photoshop for "key assets" for your scenes. You basically model a high sculpted model and a low, and use the projection modifier & RTT to bake out the high detail to a texture. As the AO map isn't taking up a separate map, it's not necessarily…
http://boards.polycount.net/showpost.php?p=856912&postcount=34 For characters/weapons, typically the lightmap is merged down into the diffuse map. For environments typically the lightmap is a separate bitmap, using its own separate UV.
Eric, you are the king of awesome man! Thanks :D I have a large scene, and I've been looking at it, trying to figure out what's the best approach. I think that baking the entire scene would give a more believable AO. I have quite a ton of parts to unwrap. For assets that already have an AO (baked from the high sculpt and…
Microneezia: Typically the reason why you want to have the AO on the 2nd channel is that you can quickly "Flatten map" all of the uvs for the particular geo that you are working on then using "Pack Uvs" you may quickly place them within the 1-0 UV plate espace. It isn't as sensitive as when you are unwrapping for a diffuse…
there are different scales of AO detail, small details on an environment prop and tiled textures can be baked into the diffuse, larger scale lighting from object to object will be baked into a lightmap, using both of these on all objects/maps gives a very consistant soloution. T-train- you can bake AO into tiling…
I have been creating a diffuse map with many overlapping UV's for a house. I then repeatedly render out the UV over and over to reveal the overlapping faces. I take those faces and move them around by 1.0 units until each face has a unique space over the infinite tiling. This is how I have been creating my AO bakes.…