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Baking AO
How to bake AO maps.
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jason9jason
Category: CS:S > Skinning
Tags: jason9jason, 586 studios, 586, ao maps, ambeint occlusion map
Added 12 months ago - last modified 12 months ago
Well some one was looking for a tutorial.Here it is.
Screen shot shows an example of a finished map.

tutorial

tWo suggestsUsing a white material and settings the AO to multiply so it emulates the shadows on the diffuse map.
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4 months ago



Posted by Igor der Schreckliche

Posted by jason9jason

Posted by Igor der Schreckliche

Here ya GO

under mapping co-ordinates change automatic unwrapping to pre existing channel, then change the number to what ever the UV is on, that should fix it.

ah fuck it i give it up D:
Nothing works....

it mgiht be your old version of max
link to model I can do them for you.


Wheres your head at?
4 months ago
Igor der Schreckliche



Posted by jason9jason

Posted by Igor der Schreckliche

Here ya GO

under mapping co-ordinates change automatic unwrapping to pre existing channel, then change the number to what ever the UV is on, that should fix it.

ah fuck it i give it up D:
Nothing works....

*Edit*
Lol it worked on my fucking shiity selfe made block gun...lol
dont know why...
Now i have to figure out how it works on othe rmodels


I can do and edit anims ;)
4 months ago



Posted by Igor der Schreckliche

Here ya GO

under mapping co-ordinates change automatic unwrapping to pre existing channel, then change the number to what ever the UV is on, that should fix it.


Wheres your head at?
4 months ago
Igor der Schreckliche



Here ya GO


I can do and edit anims ;)
4 months ago



Posted by Igor der Schreckliche

How the hell can i get it done??
It always makes useless renders that doesnt match the uv and Nubs message didnt helped me D:

post pic of render to texture window.


Wheres your head at?
4 months ago
Igor der Schreckliche



How the hell can i get it done??
It always makes useless renders that doesnt match the uv and Nubs message didnt helped me D:


I can do and edit anims ;)
8 months ago
Point Blank



Posted by jason9jason

Posted by Point Blank

This simply didn't work for me. Half of the things that you are telling me to do, I can't find the options (BTW I'm using max 2009). I really want to get this result, can somebody help please?

Honestly, it's a simple proccess.

Add a white material to your model,
Add a sky light anywhere,
go to Render>render to texture
add complete map
Render.

When I do that, it creates a map that is useless to me, as it does not match my UV map modifier.


...Potato!
8 months ago



Posted by Point Blank

This simply didn't work for me. Half of the things that you are telling me to do, I can't find the options (BTW I'm using max 2009). I really want to get this result, can somebody help please?

Honestly, it's a simple proccess.

Add a white material to your model,
Add a sky light anywhere,
go to Render>render to texture
add complete map
Render.


Wheres your head at?
8 months ago
Point Blank



This simply didn't work for me. Half of the things that you are telling me to do, I can't find the options (BTW I'm using max 2009). I really want to get this result, can somebody help please?


...Potato!
10 months ago
THEnub



Posted by jason9jason
I can't remember what I said to matuka to get it working, sorry.
What I think it should be is UV Channel,
try appling the UV first. then switching to the white material.
maybe it hasn't had it applied yet so it's original is Max's automatic.
Huh? Are you saying I should try applying the UV map, render to texture, then doing the same with the white (or default) texture? Because it already had the texture on it, I just changed it to the default one.


*EDIT*

Ok, I've got it now. So, the deal is this:

First, you need to go to the objects Modifiers list, and select "Unwrap UVW" and make sure that the UV map of the weapon is that of the UV Map texture. Once that's done, you can go ahead and apply the white or default material to the object and render to texture.

The reason this works, and the other way didn't, was because there was no "Unwrap UVW" modifier present, so it assumed it had not been UV Mapped, and it creates it's own. This way stops it from making it's own (terrible) UV Map, and it simply renders it using the one present, ie, the one we want.


Prejudice is the reason of fools.
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