Well I took a Beretta M12 model from FPSB and scaled it, gave it phys, a QC file, and converted the bitmap file it came with to vtf for use as materials and tweaked it a bit after testing it a few times. It works fine in Gmod and now I need to skin the newly converted materials. I asked Lt_C for advice on skinning because I lack experience in it and he was very helpful.
Problem is I don’t know how to bake an AO map, so can anyone explain to me how to bake one?
For 3DS Max:
Create >> Lights >> Standard Lights >> Skylight; put it anywhere
Apply flat texture (white) to model
Rendering >> Render >> Advanced Lighting >> Light Tracer; exit
Select model, Rendering >> Render to Texture (or press 0)
Scroll down, you’ll see a big white box. Under it, click “Add”
Add “CompleteMap”
Set texture size/name/output directory
Click “Render”
It’s only been in the past couple of months that this method has become like second nature to me. Now I can render out an AO map whenever I feel like it with no need to google tutorials.