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AO-map and scripting question
Posted: Tue Apr 12, 2011 5:39 am
by MandeRek
It's been a while since I've worked with XSI and I must say... I'm starting to love it again! Anyhow, I did know but forgot how this works:
FragMe! wrote:
Took a couple of hours or so. The one on the left is obviously plain texture, middle is with AO and right is the hires that was used to add in the detail. It is just a subdivision version of the lowres.
I asked him, but I wasn't replied, while I've got a day off and really would like to work on some models!
Besides, small lua question, I thought starting a new post would be a waste so:
What is the counterline of AddUnitClass(blabla)? RemoveUnitClass or DeleteUnitClass or what've you don't work

Re: AO-map and scripting question
Posted: Tue Apr 12, 2011 8:17 am
by FragMe!
Hey you mean you didn't get the email I sent with that happy little creature model in it?
Did your email change?
Re: AO-map and scripting question
Posted: Tue Apr 12, 2011 8:19 am
by MandeRek
Yeah, it did
Sorry 'bout that! Here's a Xfire chat with DarthD.U.C.K.:
DarthD.U.C.K.: you need a pretty good pc for it
DarthD.U.C.K.: or it will take relly long
MandeRek: yeah guess so
MandeRek: did it before, took quite a while
MandeRek: but I can always try
DarthD.U.C.K.: soo. you got two models, the lowrez ingamemodle and the highrezmodel
DarthD.U.C.K.: you select the lowrezmodel and under get:property you select ultimapper
MandeRek: okay
MandeRek: i'm just following your step right now, i'm not really executing them in xsi atm... but i'll copy this and use it later
DarthD.U.C.K.: ok
DarthD.U.C.K.: then under highresolutionsource you click pick and select the highrezmodel
DarthD.U.C.K.: then you activate ambience occlusion, select the textureresolution and set the quality to the highest setting
MandeRek: ok
DarthD.U.C.K.: then open the advanced tab and edit the values under ambience occlusion how you want them
DarthD.U.C.K.: samples is the number of shadow/lightpoints that will be shot on the model
DarthD.U.C.K.: and spread is the size of the angle from which they are shot
DarthD.U.C.K.: yeah, thats about it. when you are done click generate under general
MandeRek: okay
MandeRek: and then delete the highres model?
DarthD.U.C.K.: no, i would keep it
DarthD.U.C.K.: in case you want to edit it an bake a new aomap
MandeRek: okay
MandeRek: and after you click generate, a new texture is created or something?
DarthD.U.C.K.: yes
DarthD.U.C.K.: that takes a bit
DarthD.U.C.K.: depending on how much samples you use
DarthD.U.C.K.: once you have a highresmodel you should also generate a normalmap from it
DarthD.U.C.K.: you cna use it as bumpmap for the lowres then
DarthD.U.C.K.: but that makes only sense if the highres really has more details
MandeRek: okay
But i'ld still love to see the model you used

Re: AO-map and scripting question
Posted: Tue Apr 12, 2011 8:24 am
by FragMe!
PM me your new one then.
What DarthD.U.C.K. says is good but while you are still in construction mode setting the texture to 256 and low will give you a pretty good idea of what it will look like and then once you are satisfied you can then do the larger size and higher res map.
Re: AO-map and scripting question
Posted: Tue Apr 12, 2011 9:17 am
by MandeRek
Well, it works like a charm!! Waited almost 2h before it was done, but see for yourself below:
The upper one is with AO, the lower one without. I'm like:
Thanks a lot, both of you. I'll pm my email Frag
