Forgive me if you already know this but most image formats have four channels: red, green, blue, and alpha. Each channel holds a value at each pixel from 0 to 255. Because ambient occlusion just stores one number at each pixel it doesn't really need more than one channel. So I didn't have to use four images, I combined the lineart image and the ambient occlusion image into one, by just storing the ambient occlusion in the red channel, and the lineart image in the green one.pwnies wrote: I'm sorry..I still don't get this..(I am very new to any kind of graphic design-type stuff)
Generating the normals & the 2d (first) image are fine, but I am having trouble with the 3rd 'greeny/yellow' AO image.
In wings3d I can export with the shader 'sperical ambient occlusion' as a grey shaded image.
I then combine this somehow with the face normals colouring or the first image?
If you can be bothered, further screenshots (or maybe just a dumbed down explanation for me ) for the ambient occlusion step would be a big help. I am using gimp, but should be able to translate anything you do in photoshop.
It might make more sense if you just choose to view the images by one channel at a time. I don't know GIMP but I bet it has that feature. So in photoshop I just copied the ambient occlusion image into the final image while viewing the red channel and that was it. There is no rule that says you have to do things that way though. You could have four images side by side, or even four images in four separate files. Or you could go the opposite route, and compress everything into two images. I learned after I did this project that you can store normals in two channels rather than three. So you could have an image with red and green for normals, blue for AO, and store lineart in the alpha channel.