The functionality/UI is there of course, but actually being able to *do it* is another story, as seen by malcom's first example and numerous other posts on same subject. I would LOVE to know how to do it correctly, and by that i mean without any errors from the high/low intersecting or whatever it is that causes all these…
click the ... icon next to ao in the maps box this http://donaldphan.com/tutorials/xnormal/xnormal_occ.html is helpful for setting it up too, bit out of date, but the majority is good stuff
Yo EarthQuake, here's the settings I've used and a brief description of what you have to do to get it working. Hopefully this saves someone some time, I lost 2 days of my life to this and totally stalled my mudbox tutorial in the process.
Ha ha! Fuck, finally! Almost got something working. This is directly out of maya transfer maps tool high to low ao bake. A couple errors to figure out and I should actually be able to use maya to complete this tutorial I'm doing.
Cool so I found a nice step by step flash tutorial only to find out xnormal doesn't actually do raytrace ao it's one of those gpu based ao things and even worse it generates vertex ao and bakes that to a texture. It says you can bake to a texture but you need to unwrap your high res mesh. Not what I was looking for really.…
Cody before going through all this pain I tried your suggestion of the colour transfer technique but my model is too high poly to unwrap in maya, crashes as soon as I touch it. I did manage to get an auto unwrap on it, baked and tranferred the diffuse to the low res. Looked like shit seams everywhere not usable quality at…