Ambient Occlusion Script For Photoshop

Information and tutorials related to modding BF2.
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Salmonella
Posts: 341
Joined: 2009-07-17 01:30

Ambient Occlusion Script For Photoshop

Post by Salmonella »

Hey folks, i've been around seeking good programs to ease up creation of the details for my models.
My first attempt was make highpoly models to bake, but it takes triple time to model and several hours testing and baking, until a "clean bake".
Luckly I found this

Infinity - Texture Kit 0.7

it is from "infinity" game community, all those scripts was made by a guy called "Space", he have other usefull stuff, but heres the one I'm talking

http://3d-output.com/spAce/files/spAce% ... 200.73.atn

to keep it simple, you draw the height map and click "play" on the script "bump to ao", and its done.
It generate a fake AO map, based on the relative height you set, isn't perfect, but is more than enough for gaming purpose, it works even better with flat surfaces, like plates, holes bolts etc.

see this example, together with Nvidia Normal Map plugin, you can achieve similar results, without the pain of highpoly bake.
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hope it helps, and thanks to Space.

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Hauteclocque
Retired PR Developer
Posts: 3312
Joined: 2008-10-02 17:55

Re: [tip] Ambient Occlusion Script for Photoshop

Post by Hauteclocque »

Pretty useful, I will advise it to Bao :p
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [tip] Ambient Occlusion Script for Photoshop

Post by Rhino »

cool, thou I prefer normal AO baking. + you do know you can AO bake a low poly model effectively as well? not in the same way above where you are also baking normal details but still useful :)
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Salmonella
Posts: 341
Joined: 2009-07-17 01:30

Re: [tip] Ambient Occlusion Script for Photoshop

Post by Salmonella »

[R-DEV]Rhino wrote:cool, thou I prefer normal AO baking. + you do know you can AO bake a low poly model effectively as well? not in the same way above where you are also baking normal details but still useful :)
of course, you can bake all kind of things, not only ultrahigh models, I'm just saying that for flat/ortogonal details, like bolts, plates, little bumps this script is very handy.

I think that the time you save in modeling/setting up the bake plus rendering time, worth the quality loss.

for organic or really complex geometries the bake is the only way, but for our usuall gaming purpose this script is great, like I said before, more than enough.

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