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In this two-part video tutorial, we will be going through the process of Generating Ambient Occlusion Maps in 3dsmax. The first method I will take you through will be how to Bake and Ambient Occlusion map directly from a High Poly mesh, baking it directly to the UV Layout of a Low Poly mesh using the Render to Texture option, utilising Mental Ray as the Renderer. I will then show you how to take this 2D image into Adobe Photoshop and add some lighting information to the texture map itself and then the low poly model, once it’s been applied. The reason behind using an Ambient Occlusion pass in either a still render or in a texture map is to try to achieve the effect of Global Illumination as you would naturally get in the real world with light bouncing off surfaces creating very subtle diffuse shading on objects. Ultimately adding depth and shadow to your model. We will start off with two models, a high poly source mesh and a low poly target mesh of an armored shoulder plate. I will take you through the process or using Render to Texture along with Mental.Ray.Daylighting and the use of Projection Mapping. You will learn how to choose the correct channel under Mapping Co-ordinates and how to select Ambient Occlusion. You will also learn where to name your files and how to Save them out, as well as choosing the right dimensions for them. Whilst creating your Ambient Occlusion Maps, I will take you on a brief guide through the settings which will include... Samples - This relates to the number of probe rays that will cast. More rays yield a smoother image. Anything from 64 to 128 usually works well but can be slow depending on your machine. Higher is fine also. I tend to do the final maps with 256 samples. Next are the bright and dark settings. It’s best to leave these at the default value. Basically, they will control the values within your map. White is when no occlusion occurs and black when total occlusion occurs. Anything in between will have a mixed value thus appearing grey. Spread - This controls the spread of the ray outward from the sample point. Following is the max distance this refers to the distance the rays will consider including a mesh/surface. A value of zero will pick up everything in the scene. Any value greater than 0 will only consider geometry found within that distance. -The remaining setting is falloff. This defines the amount of falloff of the ray. The greater the value, the greater the falloff. Finally, we’ll render the first Ambient Occlusion Map out as a greyscale map. We will then take the map into Photoshop and go through a couple of tricks with Layers and Gaussian Blur, to get the most of your map. For the second example of Generating Ambient Occlusion Maps, we will be using the model of a character's head. Using the Render to Texture tool again along with Mental Ray, we will start off with creating a white material in the Material Editor and applying to the model. I will then show you how to add a Skylight into the scene and we’ll then take a look at Indirect Illumination. We’ll create a white environment and then generate the Ambient Occlusion Map.