If anyone is working with programs that can't render occlusion maps.you should check this one out(free):
I've been having a great time lately rendering out normal maps from very high poly models.
Originally Posted by njanim8tor
Great work. One question, when using specular maps, where are they being placed in the material editor? In the Glossiness slot?
I usually drop it into the 'Specular Level'..so the map defines how much spec comes through,I'd guess it's more or less the same thing as putting it into the glossiness slot.
..I've used a very simple planar map for the example panel,applying a generic unwrap will look vastly different to a simple planar map...the sides of the mesh that don't meet the projection of a planar map are so small that I didn't feel it required mapping.
I also wanted the template perfectly square so I could easily tile it.
I think the biggest rule to follow if your baking is to avoid overlapping uv's..anything that overlaps will render very dark,
btw,there's a few more panels here using the same technique:
leau2001..good job for a first result,the biggest thing that jumps out at me with that are the colours,the yellow I think could do with some de-saturation & maybe darken the hue a bit,I'd also add a grunge overlay to get some variation in the overall look,& maybe tone down those scratches a bit
benjerman..yea,my models always end up with a few parts that aren't worth doing any custom template based textures for,a generic tiling texture & a quick uvw unwrap works fine on these parts..things like bolts,nails,cables ..these almost always get a generic texture.