I think thats a good point about it being dependent on the art director. Totally true. One company I worked for produced the diffuse by combining channels from object space maps with tangent space maps. Totally wacko, but the end result looked quite nice. I just found it too time consuming. I am certainly going to try some…
EQ: wouldnt the broad bake be a good candidate for GI rather than AO. Pushing the trace distance of the rays out far enough to hit a huge hemi means that your going to get a shit ton of self occlusion in concave/close areas, also you need to increase the sampling to clean up the broad shading. A low quality FG bake should…
Yeah, this is what is nice about the gradient map method, you can easily assign different color gradients to different brightness values of image, to get rid of the monotone type coloring. This is a really bad workflow to rely on, because: 1. Its uv dependant, so your uvs need to be orientated in a specific way for it to…