From the course: Blender: Interior Environments for Games
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Baking ambient occlusion - Unity Tutorial
From the course: Blender: Interior Environments for Games
Baking ambient occlusion
- [Voiceover] In reaching this far, we have created our environment with a fully composited texture, the kind of texture that we could take into a game engine and apply to our model. But still, there's more we can do to improve the realism and the look of our level. In particular, we can add ambient occlusion to it. That is the effect of contact shadows. So for example, where the floor meets the wall here, there is going to be a certain amount of darkening, because the bounced light and illumination moving around the scene, can't easily get into those crevices. So the result is that the shadows are heavier in those regions, and ambient occlusion simulates this effect. The result is that it makes our environment look more 3D and believable. So what I want to do is to create a separate ambient occlusion map. The kind of map that we could overlay and composite on to our main texture, to improve the look of the environment. Now to do this, and to generate this map, I'm going to be…
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Contents
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Unwrapping a UV set8m 36s
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Preparing for texture painting6m 28s
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Configuring a painter brush5m 13s
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Loading image textures6m 16s
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Painting a base texture5m 20s
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Saving textures2m 11s
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Layer painting the floor7m 2s
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Configuring layer blending7m 49s
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Painting a detail layer5m 33s
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Baking texture layers6m 28s
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Baking ambient occlusion8m 16s
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Configuring a cycles material3m 46s
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Configuring a cycles sky material4m 16s
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Building scene lighting7m 20s
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Refining the environment material3m 35s
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Baking a composite texture5m 38s
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