Not necessarily, when people bake out their AO for their diffuse maps it's generally used just to make textures pop more and it can be used as a guideline for painting your diffuse texture among other things. The main difference between UDK's AO and baking AO is that baking AO will act on each single object individually.…
Unless the game engines supports Indirect/Shadowed Diffuse lighting, in which case, only parts of a mesh which are exposed to the shadows, show the AO map. Uncharted did this to great extent.
That makes sense. I was wondering how AO baking for diffuse textures got you that kind of result for an entire level. I'm pretty sure this is a pic that describes what you were saying. Not sure if it was done in UDK or some 3d program. How would I apply AO to an entire scene in 3ds Max? I just read a little bit about post…