

So I ran into problem with the normal maps not showing on the Ambient Occlusion pass, and I didn't want to use the bump or displace maps, because they are ugly. So what I did was this:
Fed the normal map into crazy bump
Crazy bump can make an Occlusion map, adjust some settings and save it.
Now there are two ways you can go from here, you can multiply the Occlusion map on top of the texture file of the selected object, or you can set it on to the mental ray ambient occlusion shader, under the color slot.
When you render the normal map, the ambient occlusion should work with the model.
You can see the difference in the chest armor (minus the color difference).
Nice you got the occlusion working with the armor detail. Would like to have seen normal maps on the legs and arms. The sword could also have similar detail. A bayonet is a lot more believable than a gun-sword. Overall pretty good and a lot better than last term.
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