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AO textures are looking blocky. Any ideas?


I'm having a few issues with AO made in Mudbox, to the UE.

Here's my normal workflow.

I make a mesh in Blender, at a low poly level.

Port it over to Mudbox, subdivideADD UV MAPS IN MUDBOX This may be my issue?

Paint, and extract DIFFUSE, NORMAL, and AO maps for use in UE4.

Extract my model in MAX, extract from max to .FBX

Put model and DIFFUSE, NORMAL/AO maps into UE4.

This is the final result.

![alt text][1], [1]: /storage/temp/65725-rottenjohnissues.png

Product Version: UE 4.9
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asked Nov 05 '15 at 08:34 PM in Rendering

avatar image

MountainTrail Productions
1 1 1

avatar image Jacky Nov 05 '15 at 08:39 PM

Are you sure it is the AO map causing this and not the normal map? Can you post a screenshot with diffuse and normal only as well please?

avatar image MountainTrail Productions Nov 06 '15 at 02:11 AM

Hey Jacky! Thanks for the reply! I certainly can!

I am also exhibiting the issue on my other mudbox test models. alt text

EDIT: I have forgotten to point it out, but the sharp shadow in the middle of the screen on Normal and AOalt text

avatar image kurylo3d Apr 26 '16 at 03:53 PM

I would say its never a good idea to layout your uvs with so many breaks. You should try to keep as much together as possible. You have a very strange uv layout. Aside from that, make sure you extend the color past the uv because when mip maps use lower res versions they will blue between whats inside and outside of the uv because lower resolution.. so extend the color.

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