Keep playing around with the values to get the quality you need. Add higher samples value to reduce grain, just keep in mind this increases render time. (Increase to 32, 64 or even 128). When you’re happy with the result save the image and open it in Photoshop.
Step 3: Add AO Layer in Photoshop :
To avoid the Ambient occlusion layer darkening your image in general, you might want to adjust the image levels (Ctrl + L) before you apply it to your picture. A quick auto adjust should do the trick (Fig.09).
Now all you have to do is to drag the Ambient Occlution Layer on top of your final render and choose Multiply. And voilà, you have Ambient Occlusion that was super quick to render with the added advantage of being easy to tweak and adjust (Fig.10).
The final result can be seen in Fig.11.
And for comparison, the render before Ambient Occlusion layer was applied (Fig.12).
If you liked reading this tutorial, you may also be interested in the following.
"Creating and texturing a football / soccer ball using 3dsmax" by Themis Benetatos Several people have asked me how they could texture a football generated with my Football Ball Maker script.
The first, and ugly option, would be to flatten the UVs in an unwrap modifier and then texture it in a 3D painting
software like Mudbox/Bodypaint etc. The second option would be to create a low poly ball, unwrap it and then
generate a normal map for the patches from the high poly model.
Vladimir Jankijevicon Tue, 16 November 2010 9:22pm
I'm sorry but if you've read that post by Master Zap, you'll see that your technique isn't quiet right and is missing the point of ambient occlusion.
here is the link to the post: http://mentalraytips.blogspot.com/2008/11/joy-of-little-ambience.html
Actually Vladimir, the point is to make it easy and quick, particular if you NOT just using Arch & Design shaders.. But you are right, it's not a physically correct Ambient Occlusion effect, and I suppose I could have stressed that more in the tutorial. So thanks for pointing it out.