How to bake AO maps.
Well some one was looking for a tutorial.Here it is. Screen shot shows an example of a finished map.

tWo suggests[i]Using a white material and settings the AO to multiply so it emulates the shadows on the diffuse map.[/i]












it mgiht be your old version of max link to model I can do them for you.






ah fuck it i give it up D: Nothing works....
Edit Lol it worked on my fucking shiity selfe made block gun...lol dont know why... Now i have to figure out how it works on othe rmodels






under mapping co-ordinates change automatic unwrapping to pre existing channel, then change the number to what ever the UV is on, that should fix it.






Here ya GO






post pic of render to texture window.






How the hell can i get it done?? It always makes useless renders that doesnt match the uv and Nubs message didnt helped me D:






When I do that, it creates a map that is useless to me, as it does not match my UV map modifier.






Honestly, it's a simple proccess.
Add a white material to your model, Add a sky light anywhere, go to Render>render to texture add complete map Render.






This simply didn't work for me. Half of the things that you are telling me to do, I can't find the options (BTW I'm using max 2009). I really want to get this result, can somebody help please?






EDIT
Ok, I've got it now. So, the deal is this:
First, you need to go to the objects Modifiers list, and select "Unwrap UVW" and make sure that the UV map of the weapon is that of the UV Map texture. Once that's done, you can go ahead and apply the white or default material to the object and render to texture.
The reason this works, and the other way didn't, was because there was no "Unwrap UVW" modifier present, so it assumed it had not been UV Mapped, and it creates it's own. This way stops it from making it's own (terrible) UV Map, and it simply renders it using the one present, ie, the one we want.