Game Development Reference
In-Depth Information
Step 14: Take a break. Baking this AO pass with high-quality render
settings and our high number of Occlusion rays will take a while. When
the process is done, the view panel will look something like Figure 9.48 .
Figure 9.48 Results of AO baking
in Maya.
Step 15: Close Maya—DO NOT SAVE.
Step 16: Open Maya and open AegisChung.mb. He should look like he did
before baking.
Step 17: Open the baked AO texture in Photoshop ( Figure 9.49 ). The
results of the baking process in Maya will also yield an image. This
image can be found in your project file (Incursion-Maya\renderData\
mentalray\lightmap). It will have some crazy name like bakedAO-
surfaceShader1SG-AC_AegisChung. Open this image in Photoshop.
Step 18: Copy and paste this image into the AegisChung raw version of
the texture. You can do this quickly by selecting all, Edit>Copy, then in the
AegisChung raw texture Edit>Paste (it will automatically create a new layer).
Step 19: Make sure this layer is the topmost layer (except for the UV Guide
layer).
Step 20: Change the Blend Mode to Multiply for this AO layer. Do this
either in the Layers palette, or double-click the image and change
the Blend Mode in the Layer Style window. The results can be seen in
Figure 9.50 .
Tips and Tricks
Note that a blend mode of Overlay will reveal a similar result but be a bit
lighter. This is largely a matter of taste and can change based upon the
project. Give both a look to decide which you like better.
Step 21: Save a new version of AC_AegisChung_Color.psd. Be sure the UV
Guide layer is shut off. Remember to not save it with Layers and remember
to save it in the sourceimages folder. Back in Maya, select AC_AegisChung.
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