Why not unwrap within the 0-1 box? You can still use a tiling diffuse texture, you'll just have to increase the tiling however much is necessary. Then bake your AO and multiply it onto the tiling diffuse in your material.
very simple: assuming youre using MR as a render engine,set your dropdown menu to "Rendering"(Yellow dots),then in the Lighting/Shading menu (Green dots) select Batch bake(mental ray),go to the options of it.Next set your options in this dialog eitther to texture or verts and bake.you can play around with the different…
Having a light shining on AO doesnt actually remove the AO. The AO is still there, but you just cant see it because the directional light is lighting up the surface, and therefore removing the effect of the AO from that area. Afaik AO and diffuse/specular lighting are done in seperate passes, so there is no way to remove…
If you import it as a FBX it should bring the vertex colours in. Make sure you have replace vertex colours turned on. http://udn.epicgames.com/Three/FBXImporterUserGuide.html Then you just have to setup a shader with the vertex colour multiplied over the top of the diffuse.
Hello, I have an object with tileable textures, which its texture coordinates are out of the 0-1 space. That means I can neither bake an ambient occlusion map nor a normal map. At the moment I just threw the regular diffuse map into crazybump and baked out my normalmap there... but what can I do to have AO for the whole…