ZBRUSH AMBIENT OCCLUSION BAKING
PROS
- If you’re going be painting in MARI, it gives an exporting to change the extension to UDIM.
- Variety of options
- Insanely Fast
CONS
- Settings can be confusing and give you an unclean map.
BAKING TIME
- Machine Specs: i7 6700K | 32 GB | Geforce 1070
- Tile Resolution and Quantity: 2K – 4 Tiles
- Baking time: Aprox. 2 minutes
STEP 01
Import your mesh into Zbrush. Make sure to have it with enough subdivisions (4 million polys or more)


STEP 02
Go to Zplugin > Multi-Map Exporter.
On the screenshot below I highlighted the areas that you should pay more attention while adjusting your settings.




- Check the Ambient Occlusion
- Option Select the desired resolution
- Click on File Names and choose your UV tile ID format
Here you can find the main settings for your Ambient Occlusion. The settings above are the ones I usually use, but it takes a lot of trial and error. Below you can see the information from the Zbrush Documentation website
Occlusion Intensity: This slider increases the Ambient Occlusion Intensity making the ambient occlusion areas larger and darker.
ScanDist: Scan Distance increases the distance of the secondary color in the Ambient Occlusion.
Aperture: Aperture affects the scale of the Ambient Occlusion, with smaller values giving a softer affect.
STEP 03
After adjusting the settings, just click on Create all maps.
Here’s the Zbrush AO map preview in MARI.
The VFX Map Baking Guide: Ambient Occlusion


ARTICLE BY PAUL H.PAULINO
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