From the course: 3ds Max: Game Prop Creation
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Using ambient occlusion to add detail to textures
From the course: 3ds Max: Game Prop Creation
Using ambient occlusion to add detail to textures
With the occlusion rendered out we can use it not just to lay over an image, but to help add detail in as a foundation for our rust and dirt. I've taken my occlusion and put it into my PSD of my container; I've turned off the other layers so we can see the occlusion clearly. Right now the occlusion is very even, top to bottom it's just about the same on each shell. It works nicely down on the bottom; I'll turn on that base blue so we can see it. And it gives us a some good grounding darkness and dirt. When I turn on the rust it really accents nicely on the bottom, as that rust is nice and deep where it should be. However on the top it needs a little bit work here and I'm going to alter it a little bit, brushing in some pieces and actually taking out some parts to add some detail. The big deal is that when you render occlusion you shouldn't just use it straight out. You've always got to alter it, customize it, make it fit the circumstance a little better. I am going to work down here…
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Contents
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Overview of ambient occlusion and specularity40s
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Setting up ambient occlusion as a texture5m 14s
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Using ambient occlusion as a foundation for rust and dirt4m 36s
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Using ambient occlusion to add detail to textures4m 26s
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Painting a specular map6m 36s
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Streamlining the import process: placing maps in the right channels4m 27s
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