Just a quick example of what I did to get the ao for the above mesh. 1. Rendered standard ao 2. Rendered ao with a hemisphere below mesh(much bigger than the example, but scaled down for illustrative purposes) 3. 50/50 blend The two bake method here makes it easy to tweak the % to get the desired amount of the more…
I use a very similar technique for every texture model I make. In general, I make the AO a darker shade of the base color and multiply it on top with adjustments to opacity. Here's a rough example to show how it works:
I suppose there's some truth to that. Maybe it just works best when the directional AO is only applied selectively. For example, you probably wouldn't want much or any on the arms and hands of a character since they're going to be moving around a lot, but it might work well on faces. Still, it seems that standard AO tends…
I don't necessarily think it's quite that cut-and-dried. Yes, there are a lot of games coming out with fancy pixel shaders and averaged normals for simulated SSS and such, but that doesn't completely rule out AO for skin shading. Skin shaders aren't cheap, so it would make sense to use every tool at your disposal to get a…
There is a reason this is posted in tech talk, and not *pretentious artistic wankery*, you can paint your normals by hand per channel in photoshop, you can do all sorts of weird shit to your mesh to get "good" bakes, but clearly someone can say this is poor technique. If the person provides a convincing argument to show…
Some pretty solid advice so far. I say whatever works, do it. I like swizzles technique and I've seen it pop up quite a bit in various places. I've tried to use it and gotten the best results I can get using it (read: still crappy, but that's my fault) I don't know if I would argue what is technically correct over whatever…