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View Full Version : Baking AO from hipoly to lopoly?


Sastrei
04-30-2007, 06:33 PM
Hi all,

Just curious, can Blender render an ambient occlusion pass from a high poly mesh to a low poly mesh?

Something akin to the 4th diagram down, showing the normal and ambient maps side by side.
http://ic3.deviantart.com/fs13/f/2007/103/e/2/Tut__Models_for_Next_Gen_Games_by_Gridlinked.jpg

-Stefan-

Fonix
04-30-2007, 09:12 PM
I believe it's planned for next release, Tangent Normal Baking that is:

http://www.blender.org/development/current-projects/changes-since-243/

Yecire
05-01-2007, 12:48 AM
The AO map can be done, even now. But the Tangent Normal map will come soon (next release, or two).

Though a hires AO map may look a little strange on some meshes without a corresponding normal map. And keep in mind that Blender can use normal maps, just not create them currently.




.

Sastrei
05-01-2007, 06:12 AM
It's for a game engine that doesn't support normals (HW2), which is why I was just looking at the AO bake, since it's the next best thing.

Hm, so best bet right now is just to create a greeble pack seperate as shown in that tut above and cut n paste those as a start to textures, or map the low poly and duplicate that and then subsurf and modify and hi-poly-ize that one?

-Stefan-

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