Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
This may not be the most appropriate place or forum for this question - but hopefully it's reasonably on-topic...
I've been looking into occlusion maps, and with these (and rendering in general) I often see options for hardware or software generated.
This difference between the two seems fairly straightforward with regards hardware rendering (which I assume is simply 'real time'). But when it comes to generating an AO map I can't find much distinction between the two methods other than the algorithm used.
Anyone explain to me the differences, and why/when one would be used over the other?
You may not post new threads |
You may not post replies |
You may not post attachments |
You may not edit your posts |
BB code is On |
Smilies are On |
[IMG] code is On |
HTML code is Off