Hello again, So i've searched the net for what's the best solution for baking ambient occlusion, i've also found the thread here on polycount on baking maps, but to be honest i'm still a bit confused. Let's say I have a big level with multiple assets inside.(i have channel 1 diffuse, and channel 2 lightmap) 1.From what…
Thank you for advices. I guess I'll do both and tweak them until i get the look I want. (small ao for dirt look in diffuse and big ao for shadow in lightmap). Cheers.:thumbup:
There was a thread here a while back where we dug into this. The advantage of having your AO separate is that the renderer can knock it out where the surface is directly illuminated. This is more correct and looks better. If the AO is multiplied on in areas of direct illumination, it looks more like dirt than shadow (which…