07-19-2021, 08:36 PM
I have used a similar method in the past, yeah. baking vertex color to texture, then smoothing and baking the AO to texture, then undo the smooth, remove all vertex colors and combine the two in photoshop as a starting point for texturing...
For this project though, in Unity I'm using a vertex color x matcap shader, no textures or UV necessary which saves a ton of time and effort. I could (and have in the past) export them twice, once in VC and once in AO, then write a script in Unity that multiplies the colors of both meshes to get the final vertex color - it's an awkward workflow, and I can't export the final model back to Wings to make changes, but it's still easier than UV mapping dozens of models. Unfortunately that script is long gone, guess I will have to rewrite it.
For this project though, in Unity I'm using a vertex color x matcap shader, no textures or UV necessary which saves a ton of time and effort. I could (and have in the past) export them twice, once in VC and once in AO, then write a script in Unity that multiplies the colors of both meshes to get the final vertex color - it's an awkward workflow, and I can't export the final model back to Wings to make changes, but it's still easier than UV mapping dozens of models. Unfortunately that script is long gone, guess I will have to rewrite it.