What I do is make sure my high poly models have UVs (even auto UVs from zbrush), decimate the meshes and take them all into maya. In the hypershade make a surface shader, then in mental ray materials, go to texture and get a mib_amb_occlusion node. Plug that into the default slot of the surface shader. In the settinngs for…
Hey guys , i need to bake ao in maya. I have the normal baked etc, but i cant find any efficient way to render ao in maya and i am trying to export to xnormal,but unfortunately the results in ao come different ( it misaligns from maya normal ) is there any format or any way to achieve a decent maya ao bake in xnormal or…