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…
To make Xnormals bakes align with Mayas, simply use a lowpoly projection cage (created using push/transform components on the original low). Usually, if the whole object is smooth then the bakes are naturally aligned between Maya and XN. But as soon as you use hard edges/split UVs on the low, XN starts to bend the…
Except baking ao based on high poly model. you also can generate ao based on normal map details and low poly model. Here is a maya script to do it easily: http://www.creativecrash.com/maya/downloads/scripts-plugins/texturing/c/normal-map-based-baking-tool-version-1-0-for-ao I use both way to bake ao, then combine them…
i import it to max using FBX , push and when i export as SBM as a cage it says i dont have the same ammout of verts etc, im seriously getting pissed at maya right now.
Well first of, let me say how absolutely insane it is that Maya still does not have a valid way of baking high to low AO, i mean like Max and most other apps have had for 10 years. Even the most hardcore Maya guys have to admit this is just plain retarded. Now Joao, we've used this workflow before and it should be…
Hi Johny, don't bother trying to bake ao high to low in Maya. The ao transfer maps is completely broken for ao. I have logged this bug many times with Autodesk but they are yet to address it. The transfer maps menu is missing some key settings which will cause your ao bake to look different each time you generate it, that…
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…