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#21 (permalink) | |
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New Member
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Quote:
Would you mind giving me a quick run down on how to use a 2nd UV channel to do AO? I also tried baking AO (using benclark's maya AO tutorial, http://www.game-artist.net/forums/sp...hemist101.html) and it came out all wonky because of overlapping UVs. Was wondering how one would do it for this, without redoing all the UVs by hand. I'm using Maya 2008 btw. |
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#23 (permalink) |
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Freelancer
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MisterWhipple: To create a second uv channel in Maya, you have to go into the "Create UV's" dropdown menu, not sure which menu-group it belongs to. Then hit "Create Empty UV Set". And once you're in the texture editor, there should be a "UV sets" dropdown menu where you can switch between your new and old uv's.
And now you'll have to bake out a new AO-map using the second channel. That's about as far as I can guide you, being pretty new to maya, so you'll have to google the rest yourself, or wait for TheCorey or someone else to reply, I'm pretty sure he uses max though.
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- Temp Portfolio | Sketchbook Thread | Spec/Normals Tutorial | Metal Base Tutorial - Supporter of good crits |
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#25 (permalink) |
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Game Art Student
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around 92 minutes? that's over.... ZOMG DISQUALIFY lol... 2 minutes shouldn't matter? dunno up to tiros
also your screenshot has to be 800x600 or 1024x768 and you need to upload your maps..
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Tutorial - Ambient Occlusion in MAX My Sketchbook Thread Portfolio AVAILABLE FOR FREELANCE Last edited by sampson; 05-05-2009 at 11:07 PM. |
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