In one form the lightmap could serve as that. The lightmap is an unwrap, independent to the diffuse that serves to hold b/w information which get's applied (I believe it get's "multiplied") to the diffuse. That b/w information comes from the lighting setup. If you run an AO light setup, you would get AO, but if you put it…
First off, not a bad model. Keep improving though. Secondly. What's your end purpose with this project? An UDK project or what? I didn't find a certain answer in your replies. Concerning your UV layout there are many areas your could optimize that seem to be using similar texture details. You do this by "stacking"…
The Lightmap UV channel is something that UDK uses that is independent of the diffuse and AO. It tells the engine how light that hits the model is handled for shadows. You need a separate UV channel without overlapping UVs.
So bottom line, will I need the lightmap even having the AO multiplied over the diffuse and over the specular? cause is still not clear to me, is the lightmap somehow "dinamic"? will it cast shadows based on the lighting of the scene in real time? cause I know AO will always cast the same shadows no matter what. Thanks for…