Game Development Reference
In-Depth Information
Step 4: In Maya, replace the checkerboard texture for the material AC_
AegisChung_Mat with AC_AegisChung_Color.psd.
Ambient Occlusion Pass
In Unity we have used ambient occlusion to help better define corners. In
Maya, this same trick can be used to help give depth to flat textures. In the
next few steps, we will bake some AO and then implement that into the
texture as it currently stands. The results will be a texture that highlights the
geometry of the form.
Step 5: In Maya, save AegisChung (assuming that is the file that is open).
Why?
We are about to do some things to this model that we want the output of,
but don't want the changes Maya will inflict on the model in the process.
It will be important to be able to get back to the prebake state since all
we want is the texture Maya will output.
Step 6: Create a new surface shader. Open the Hypershade. Select
Create>Materials>Surface Shader. A new swatch representing this new
material should appear in the Materials section.
Step 7: Create an ambient occlusion texture node. Select Create>mental
ray Textures>mib_amb_occlusion. This will create a new node under the
Texture tab.
Step 8: Bring both nodes into the Work Area to connect (if they aren't
there already). Under the Materials tab, middle-mouse drag sufaceShader1
into the work area. Then under the Textures tab, middle-mouse drag the
mib_amb_occlusion1 into the work areas as well. Ctrl-middle-mouse drag
from the output of mib_amb_occlusion1 to the input of surfaceShader1
( Figure 9.45 ).
Figure 9.45 Connecting the ambient occlusion node to the color input of the surface shader.
Why?
Ctrl-middle-mouse-drag is a pretty complicated (but ever so Maya-esque)
way of working. What is happening here is that the ambient occlusion is
being defined as the color controller of the surface shader. This trick can
 
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