RenderMan & RISpec >> AO of High poly character

by LauRender » Thu, 27 Nov 2008 15:36:16 GMT

Hi everyone!,

We've a problem to extract the AO from a char high polygon model.
Usually our pipeline ( for character in games ) is the follow:

- Zbrush pass --> Low poly modeling --> Extract Normal map --> Extract
Ambient Occlusion map from Highest poly model ( x )

In the last step we've a problem because mental ray crashes with a
very high mesh, My question is the follow , we can do it with prman or
alternative render??

All suggestions are welcome.

L

RenderMan & RISpec >> AO of High poly character

by Angel Ivanov » Sat, 29 Nov 2008 19:08:36 GMT



Well, you could try point-based ambient occlusion (no ray-tracing)
with renderman (prman/3delight or the open source and free Pixie).
Another option could be to get something out of mudbox 2009, althought
I'm not sure if it's possible. Also I assume you are using 64 bit Max/
Maya/Xsi with mental ray?

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