Ambient Occlusion Maps for G3 or G8
hazneliel_cc85b88108
Posts: 114
in The Commons
Hello, anybody knows where can I get some AO maps for G3 or G8?
Thanks
Comments
Don't know of any, but feel they are pretty pointless for use in Daz Studio and Iray.IMO
Im using Daz Figures on a game engine, this is why I need some AO maps
Im using Daz Figures on a game engine, this is why I need some AO maps
You will need to create them yourself then in a UVMapping app. Make sure you have the interactive licenses for all the models used in your game also.
Yep, that would make things difficult. I am sorry, I know of none, or even a good program/package that could help make them. There is probably a program that can.. Now bear in mind that I cannot verify this because I cannot run Blender on my machine due to AV software, but it appears Blender can be used to create them.
You could use Materialize to make AO maps from your DAZ textures: https://boundingboxsoftware.com/materialize/
It's free. I just found it thanks to another forum member. Although I'm using it to make Normal Maps from my DAZ textures.
i cant speak from experience, but i would think that any 2D to 2D map conversion tool would not give the greatest results. Or at least, not as good as the maps being generated in 3D space using a proper texturing tool.
Substance Painter can easily and quickly create AO maps for you.
Thanks for the suggestion, I am familiar with materialize and unfortunately it wont help me create AO maps since it uses the textures and AO information is not on the Daz textures but instead it needs th geometry of the model to calculate how shadows are created.
That might work but I am not familiar with substance painter, how should I do it? just import the fbx and press a button? Will it generate AO maps for each texture? I mean for arms, torso, legs, and face maps?
You would need a little learning on how to use substance painter yes.
the general process is you would export the character at low res, again at high res. Start new project in painter, use low res mesh as the base object, go into bake settings, set the high res mesh and set the rest of the bake settings as required. Hit bake, wait for it to finish and then export the resulting AO maps. You could probably get away with skipping the usual low poly/high poly workflow and just use the one mesh for baking the AO map, but you might get slightly worse results.
Substance does support UDIM tiles, so if you set the settings correctly, it will bake a map for each UV tile (arms/legs etc) on the character automatically.
I did a quick test and there were a few issues. One is that there are some artifacts on the maps, which are basically the result of the baker thinking that the geometry was intersecting at certain points. This is due to a combination of the pose the character is in and the bake settings. So for best results i think posing the character a bit before bake would be a good idea. Turn the arms close to T pose instead of A pose, for the legs push them out a bit further. Also use the character morphs to spread the fingers and toes a bit. Also some playing with the bake settings for this would be needed.
The other thing that would be good to do is assign a generic shader to every surface on the character. By default when you import into substance, it will treat each surface that has a unique surface shader as a different texture, leading to it doing a map for everything individually. Like, the cornea, fingernails etc. If you assign the same shader to the entire character it will only do one map per UV tile. Not doing this step wouldnt corrupt the results, it just means you end up with way more maps than you need.
Sounds a bit more complicated than it is, but once you have a basic understanding of substance its no so bad and will just need a bit of dialling in the bake settings
ill have another go when i can
edit - tried again and came out pretty well. i dont mind sharing them with you....im just not sure if that is allowed. Made them using the base G8, so i think that makes it ok...but would like someone to confirm that
That is fantastic, I hope you can share them with me, it is ok to share your baked maps since you are not sharing any licensed product, everytone is able to share their 2D images rendered from a Daz product.
My Resource set comes with AO maps https://www.daz3d.com/raw-skins1-pbr-merchant-resource-textures-for-genesis-81-female
Looks interesting, before I buy would you be able to provide a sample? Something like the samples you show on your promo
I have bought some other products that say they include AO maps but they are not really AO maps. Just want to make sure it is what I am looking for.
Thanks
It is quite likely that what we need for d/s is different than what you would need for a game
That looks great, I think I will get it. Thanks!
Would you happen to have Sub Surface Scattering maps?
Here is a list of Maps in the set
depending on how your game reads things...maybe the translucency maps would suit
Also be aware that this is for G8.1 Female not G8 Female
Thanks, do they not have the same UVs?
Nope...thats why I mentioned it
Unfortnately I learned that too late, would have to request a refund...
https://www.deviantart.com/sickleyield/journal/Tutorial-The-Map-Transfer-Utility-368686796
This thread may also help: https://www.daz3d.com/forums/discussion/502871/howto-create-missing-genesis-8-skin-parts-on-torso-surface-from-genesis-8-1-body-and-head-surfaces
i didnt read the comments, but if you still need maps, im gladly bake it to you, sade at earthdawn dot co dot hu
Hey, sorry for the super late reply, I still need a few and would really appreciate if you can bake some for G3 Female.
Thanks a lot!