Oh ok, I thought it was used like a normal map where you blend it together with the diffuse. So this is just to improve the look of the diffuse texture by blending it it for the extra details... Interesting. You think there'd be a way to just assign it to another material slot and have it auto blend like a normal. Thanks…
It's just information and can be used in many ways. I have used the gradient map approach, i also like to take a copy of my diffuse and overlay it on top of my AO. This gives you a colored AO map and looks much better when multiplied than straight back and white. I am not a fan of how AO looks just multiplied, kind of…
There is a technique where you can add the AO to the normal map, but it think it requires support in the shader. Basically your faking indirect light by baking it in the diffuse, so id keep it subtle to avoid the cell-shaded look.
If your presenting low poly work you'd be better off using a good viewport shader or the marmoset toolbag. Rendering low poly with mental ray totally defeats the point. In 3point and maromset you use the AO for masking the ambient light, which gives you nice looking fake indirect lighting. Other than that as the others…
Hey all! I've been trying to figure out how to use a custom made AO map that I exported from Mudbox with my scene inside 3ds Max 2010. I'm not sure where I would use the tga inside the material editor. I've got my unwrap on diffuse color and my normal map on bump... where would AO go and what material type would I use? The…