KatsBits TUTORIALS | Baking Ambient Occlusion maps in Blender 2.5


Quoting from the web site:

“Ambient Occlusion is a form of indirect top-down global lighting. In practice it gives the impression that an object, objects or scene are lit by a hemispherical soft, diffuse (indistinct) light source that approximates the way real light reflects, bounces and affects objects and surfaces based on their proximity and orientation to each other and the ambient light source – the closer an object or surface is to its neighbours, the more light it blocks, and vice-versa. This results in surface ‘shading’ rather than the surface ‘shadows’ typical of standard ‘localised’ lighting (like a spot light for example).”

This two parts tutorial will explain everything you need to know about baking ambient occlusion to your models with Blender 2.5.

Blender Cookie | Normal Map Baking in Blender 2.5


Creating normal maps from a high resolution model is a common task in a game developers work flow. It can add an extra level of detail that otherwise would be impossible within a game environment. This tutorial will be showing you how to create normal maps in Blender 2.5. The process used to do this is called “baking”, it enables to project all of the detail from a high resolution model onto a low resolution, or lowpoly game model, to create the normal map. Click the link to read the full article.

Mahalo | How to Learn Texture Baking in Blender


Texture baking is the ability to record various surface effects created by lighting on a 3D object. From reflection to shadow, any attribute can be burned onto a 2D texture that can be used in game engines, virtual 3D environments such as Second Life. Click the link to go to the tutorial.