One of earthquakes contest threads gives a nice example of an exploded mesh. Just break out the elements and set a key frame for the starting position. Move the pieces out away from each other and set another keyframe. http://www.polycount.com/forum/showthread.php?t=53731
I don't think you'd want to fully explode the mesh for AO. It can help with normal maps, but to get occlusion you'll probably need the geometry to be where it is supposed to be instead of being several inches away where it wont affect the occlusion. What you will need to consider though is how the model is capable of…
AO is a mathematical operation, occluded areas are going to be darker, completely occluded areas will be black. If your problem is just that areas are "too dark" you can simply decrease the opacity of your AO layer. When we talk "quality" of AO, generally, you're refering to noise or other artifacts that can be reduced by…
Here are pictures of the workflow and settings that I use. I typed in each pic to give a description of what im doing. http://i259.photobucket.com/albums/hh295/Bubba91873/Untitled-7.jpg http://i259.photobucket.com/albums/hh295/Bubba91873/Untitled-5.jpg http://i259.photobucket.com/albums/hh295/Bubba91873/Untitled-4.jpg…
You explode the mesh to make sure that geometry won't affect geomtry that it shouldn't. Let's say you have a trace depth of say 10cm. That means that anything within 10cm will be casting a shadow onto your AO map. This may give you unwanted shadows in areas you don't want them in. Obviously you can "fix" this by lowering…
I have read that if I created a high poly mesh to bake from that the hp doesnt need uv's at all... Is this true ????? What does it mean to "explode" the models ? How should I split them the low and high poly ? By element, smoothing groups or some other method ? Would speed things up for me and make it more attractive to…