Creating AO maps in 3DS Max and tri-optimization
on 01-24-2008 07:15 PM
I had two questions (I'm pretty new to ambient occlusion maps and optimizing by creating tris). I got a quick overview of how to do AO maps in 3DS Max (set the renderer to MR, Render to Texture, and create an AO map from there). I was curious about other techniques that you guys use to create your AO maps.
I also wanted to know this: I finally understand that tris are okay in a model because a game engine will triangulate the mesh anyway. My question is regarding a mesh that is all quads, you take into ZBrush/Mudbox, sculpt, and then bring back at the lowest subdiv to optimize. Where should tris usually go? Most tutorials/project overviews I see have tris in the joints (back of the knees, elbows) and the sharp points of a character (armor, toenails, claws, etc). Thanks for all your help in advance guys.