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RuneFist Studios

Handpainted Workflow

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Ambient Occlusion

Geometry supplies the mask. Every material keeps its own shadow color family.

Bake local-color contact and enclosure shadows from visible cubes and meshes into an editable layer.

8 min read

A model before and after Ambient Occlusion. Plain

Plain

A model before and after Ambient Occlusion. AO

AO

AO follows visible geometry while deriving shadow colors from each local material.

01

Before baking

  • Enter Paint mode and select the target texture.
  • Make sure at least one visible cube or mesh face uses that texture.
  • Keep all intended casting geometry visible and exportable.
  • Finish any current Surface, Edge, lighting, gradient, or AO job first.
  • For animated textures, use a whole-pixel frame height.

02

Bake the pass

  1. 1

    Open AO

    Choose the Bake Ambient Occlusion action from Blockbench's Image menu.

    Image > Bake Ambient Occlusion

  2. 2

    Choose a style

    Smooth keeps a continuous response. Pixel Art quantizes the same mask into deliberate levels.

  3. 3

    Choose temperature

    Cool, Neutral, and Warm steer each source color toward a nearby shadow family instead of one universal tint.

  4. 4

    Bake

    AO creates a separate editable layer above existing Form Gradient output.

03

Adjust the strength

  • Lower the native layer opacity for a subtler result.
  • Duplicate the AO layer when the demo specifically asks for a stronger pass.
  • Edit Generated Pass rebuilds the same layer with new settings.
  • Detach Generated Pass to Pixels keeps the bitmap and removes its recipe.

04

Important boundaries

  • Geometry using another texture can still cast AO, but output goes only to faces using the active texture.
  • Transparent cutout geometry still casts as solid triangles.
  • Overlapping UV faces share one atlas result.
  • Large scenes can take time, but the job yields and can be cancelled safely.