PDA

View Full Version : tileable texture & ambient occlusion?


andalusian
07-28-2010, 02:18 AM
can it be done? I use 3ds max.

The only way I know how to do an AO map is off of a full unwrap.

blank
07-28-2010, 10:24 AM
you can add your AO on a different map channel so set you model up with 2 UV sets:


UV1 - For tiled texture usings Map Channel 1.
UV2 - For AO pass using Map Channel 2. (Totally new UV layout using full non overlapping unwrap).

We do this here at work on our larger ships in our simulators so we dont have to use a laod of large textures to keep the resolution up. The AO is simply added as a multiply layer in the engine using the 2 UV Mapping Channel.

andalusian
07-28-2010, 11:26 PM
awesome. Thanks so much for the reply this is exactly what i was looking for.

CGTalk Moderation
07-28-2010, 11:26 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.