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#44 (permalink) |
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Senior Member
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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?
Last edited by beartraps; 10-06-2009 at 01:44 PM. |
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#45 (permalink) | |
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#46 (permalink) | |
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#48 (permalink) |
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Frequenter
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very helpful! thank you so much for posting!!
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#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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