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Posted

very awesome :D

The ambient occlusion is rendered on a different map channel i presume? I need to figure out how to do that :).

http://devbump.com/story.php?title=Intr ... ion-Baking

watch that. The ambient occlusion map was new to me too but it's such a cool thing to use wether you can actually use it as a map in the engine or you just bake it into the diffuse map, it really provides a nice effect. The only downside is that you can't have any overlapping uv's.

I will post a few more views in a bit I think.

Posted

I wasn't told exactly how the ambient occlusion map is used by the game engine, but I'm guessing that it acts as a filter as to how much direct light to receive when lit, which probably looks pretty dang cool.

shanty_diffuse.jpg

shanty_ao.jpg

shanty_bump.jpg

shanty_spec.jpg

Posted

lol a few blank spaces yea. This was the first time I have really had to manage uv's like this, I'm used to using multiple maps and stuff like that so this was quite a trial. The unwrapping and arranging uv's took as much time as texturing the dang thing!

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