Hey there.
Sorry for this stupid question. I’m more Maya guy and I feel myself in Zb like an alien on the Earth.
Does Zb allow to generate AO and store it as polypaint?
I see that it can generate AO automatically (in “Multi map exporter” and “UV Master”). But I just can’t find how can I render AO to the polypaint, not to the texture.
If someone’s interested why I need to create AO in Zb (and not in MAX/Maya/xNormal) - here’s more detailed explanation.
I’ve got a Zb tool. It’s kind of hipoly - about 15 millions of vertices. It consists of tremendous amount of subtools (about 2 hundreds or so). So it’s not a solution to UV-map and bake each of them separately. And a lot of them don’t have subdivision levels, so I just can’t use UV master.
What I need to do is bake correct AO. Under “correct” I mean that all the parts and pieces have to occlude each other. Now, the source of problem: the mesh is quite complex, and there are some intersecting bodyparts. Lowpoly is made the same way: it’s split to corresponding bodyparts that, obviously, intersect, too. To bake them, I use cages. But even with cages, I have to bake them separately, one-by-one. So, I’m doing it that way in xNormal. But here’s the problem: if I bake them separately, AO is calculated separately, too.
So, the only way I see to solve this is:
[ol]
[li]Bake AO for the entire hipoly to the vertex colors (aka PolyPaint in Zb).
[/li][li]Export each bodypart as separate OBJ.
[/li][li]Bake vertex colors to lowpoly texture using xNormal.
[/li][/ol]
P.S.: Of course, I’ve googled myself as hard as I can. But all that it gives to me is mentions about “Multi map exporter”.

