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#13 (permalink) |
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Multi-Award Winner
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Additionally, one could add a second unwrap and use it as a shadowmap on the second channel, but tthat'd mean you've got an extra map on there draining your performance, so preferably multiplying it with your diffuse would be the way to go
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- My Portfolio | Sketchbook Thread | Spec/Normals Tutorial | Metal Base Tutorial - Supporter of good crits |
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#15 (permalink) |
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Game Art Student
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any requests for another tutorial?
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Tutorial - Ambient Occlusion in MAX My Sketchbook Thread Portfolio AVAILABLE FOR FREELANCE |
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#18 (permalink) |
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Game Art Student
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i just found out you can skip a few steps (assigning a white material) and choosing "lighting map" not complete map.
You also may want to desaturate the AO map in photoshop as it has a blueish tint 99% of the time
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Tutorial - Ambient Occlusion in MAX My Sketchbook Thread Portfolio AVAILABLE FOR FREELANCE |
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#19 (permalink) |
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Frequenter
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hey. thanks for the tutorial. really helpful. but i was wondering one thing, how come when im baking the ao pass my uvw modifer is reseted and it seems as if i havent done any uv'ing eventhough ive fixed up the maps ? it seems that ao is rendered to another uv map
edit: ive figured it. when rendering to texture in the mapping coords tab u need to have the "use existing chanell" marked and asign the channel u mapped uv to. btw is it just my pc (4 cpu cores, 8gb ram, gforce 9800gx2) or AO passes are rendered ao so slow ? (around 7-10 mins for a 470 tris) Last edited by psychodaddy; 20-02-2009 at 12:31 PM. |
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