...
Be sure you are also producing the Edge Spec Mask (which is stored in the AO map's Alpha Channel), through the Edge Baker tool. This tool it's pretty easy to use, as it does create a mask based on the higher LOD mesh of the car model. This tool will bake all the edges and cavities, so that we can tame the specular highlights along these zones in the car body, reducing the jaggies. Also, mask any car floor bit here in the Edge Spec Mask, so that it won't reflect the environment (since we have no yet a Specular AO via shader).
As for the Ambient Occlusion baking, these are the global maps you can reuse for all the liveries of a given car. As for the AO and Damage maps, that is just as it was before. We do really suggest to bake the Car's AO using these settings;
Put all these maps in the SKIN PSD, as a source/reference.
...
Remember, all the unique files you'll be producing (.veh, .json, region maps, AO maps etc), per livery, they all need to be in the /teams folder;
First Load in the Material Editor (Web UI)
...
Assign all the correct maps for the livery/paint you are working with. For the shader requirements, follow the guidelines in the IBL Carbody Shader Reference document. Now it's time to just assign all the maps we previously discussed. You can hot load/reload the textures and maps, directly in the Editor. Also, double check the mapper is correctly setup (REFMAP0), and check that the Source Path (top gray bar, in the editor) it's correct, which means it has to point to the car “\teams” folder.
...