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Old 21-05-2009, 05:58 AM   #41 (permalink)
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damn you dennis
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Old 10-06-2009, 02:10 AM   #42 (permalink)
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Is there a way of generating an occlusion map from a normal mapped low poly instead of a high poly?
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Old 10-06-2009, 03:42 AM   #43 (permalink)
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you can create cavity maps from a normal map using Xnormal. It won't have the same depth of information as an AO bake but its a quick solution
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Old 10-06-2009, 12:33 PM   #44 (permalink)
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The reason I ask is because I got some detail to my normal map with a converted bump to normal map overlay, not just a high poly. So when i bake my occlusion from that high poly it leaves out the newly created detail. Maybe just use that bump map to paint overlay occlusion in photoshop?

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Old 29-10-2009, 10:38 AM   #45 (permalink)
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Quote:
Originally Posted by dieone View Post
Is there a way of generating an occlusion map from a normal mapped low poly instead of a high poly?
YES! Check this out;

Making of Varga
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Old 29-10-2009, 02:12 PM   #46 (permalink)
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Quote:
Originally Posted by wolfsage View Post
YES! Check this out;

Making of Varga
THAT is one badass link!
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Old 05-11-2009, 08:17 PM   #47 (permalink)
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That was fantastic. Thank you.
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Old 11-01-2010, 04:10 AM   #48 (permalink)
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very helpful! thank you so much for posting!!
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please have a look on my low-poly w.i.p. thread
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Old 23-01-2010, 07:51 PM   #49 (permalink)
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I've never used Ambient Occlusion before and this tutorial really helped me understand it. Nice work and thanks!
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Old 06-02-2010, 10:52 AM   #50 (permalink)
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Hello Benclark, Thanku so mach for the awesome tutorial. I have been in the process of discovering few tricks and techniques in baking an AO map. Presently im working on my Centurion M41 tanker, here is the link http://www.game-artist.net/forums/wo...an-tanker.html

The query Iam going through is that I have a set of totally 4 sets of uv maps, i.e I have broken down the entire tanker model in to 4 divisions since I couldn't accommodate them in 1 single map. Now if I happen to bake the AO.....should I bake them individually or entirely. If I happen to bake them individually, I might be losing a lot of depth details at the point of intersection between 2 adjacent faces or if I happen to bake them entirely, how would the uv's co-ordinate since its a set of 4 individual maps. Im in the process of trial and error streets......I would really appreciate if you suggest me with good tips.
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LinkBack to this Thread: http://www.game-artist.net/forums/spotlight-articles/1317-tutorial-ambient-occlusion-maya-alchemist101.html
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