Notice the fucked up AO map on the sarcophagus, but also notice how much better it looks overall.
Fucked up AO map on the lower left barrel; this is due to parts being layered on top of each other in the UV map without being *exactly* on top of each other. With baking AO maps, now this stuff suddenly matters. It’s nothing that can’t be fixed.
The barrels now visually blend into the environment. The sarcophagus has some improved contours going on, especially the top part, although the AO map did less than what I expected. Still a clear improvement.
Another few barrels…
… and another few barrels, and urns.
Horribly broken lighting on the urn in the back, otherwise a clear improvement.
Stuff with bright light on it. Lower left barrel again has the UV problem. The casket and boxes are actually BSP – I think I’ll replace them with models. The mapmodels look better than BSP mapobjects now.
The bucket. Very subtle improvement, but it is in the way the bottom is now shaded, the inside of the grip is shaded, and the inner crease is also shaded.
Well visible ambient occlusion on the big and small urns and the barrels.
This tip was invaluable, Spiney. Thanks.
And for those curious, this is what ambient occlusion actually does;