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Found 2 results

  1. druh0o

    Textures Export Workflow

    So, I have a question about Export Textures workflow. (I'm pretty sure it's already was somewhere in past topics, but I didn't find) Exporting to Photoshop (Ctrl+P) I have a bunch of layers with my color work (grouped together in my first picture) and separate layers for an Ambient Occlusion (AO), normal map etc. And now I can save color map, AO map and normal map from Photoshop. So it's first option for export my textures. The second option is Export Objects & Textures panel in 3D-Coat. So I choose Unreal 4 export preset for example. And then I got several maps: _BaseColor, _ao, etc. But looking to _BaseColor map I can see that color information and AO kinda combined together. Is it correct behavior? Or may be I'm doing something wrong? And which is the right way to export color and AO maps? In particular for Unreal Engine 4. Because in UE 4 my material now has some kind of "double AO" when exporting from 3D-Coat. _BaseColor texture map exported from 3D-Coat: _ao texture map:
  2. worldcrafter

    Ambient occlusion detail/size REQ

    When i saw the ambient occlusion feature for 4.5 i was overjoyed, but i soon found the detail/size of AO couldn't be controlled . i have 2 options - curvature or AO... thats a bit stingy, i expected a an adjustable filter value to change how fine i wanted the AO to be. Are other people after this? Could you guys make a request on this feature, How hard can it be to implement?
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