Hi
I read that the cavity map can be incorpertaed into the normal map.
It works, but what if I would like to get ambient occlusion combined (done with 3dsmax render to texture) with the can I some how import any texture to ZMapper and tell it to use that to bake into the normal map.
Then I can first make the cavity map in ZMapper export that.
Do my abient occlusion map in 3dsmax export that.
Blen the to together say in Photoshop
TAke the result back into ZMapper before we do the normal map.
And somehow load it into ZMapper as the cavity map and then make the
normal map with ZMapper where the all the cavity and Ambient occlusion
is stored as well on top of the normal map.
Does it make sense to have ambient occlusion term in the normal map as well? And not only the cavity map?
If not why?
Thanks for any replays.
Liam04