The initial ambient occlusion & normal maps are done.
Instead of having every 3D objects' UVs (of the Lucky 38 building) fit into one space, I divided them up into pieces. The top 'hat' of the building has its own, the middle, bottom, and the floor (also the sign has its own as well). I started with fixing all the normal maps of each 3D object that needed fixing in Photoshop, and then went on to editing all the AO (ambient occlusion) maps afterwards. This took some time, and when I say 'some', I mean a lot/tons/heaps (/a bag full?) of time.
In the game Fallout: New Vegas, the 3D asset in-game is a bit different from one in the intro cutscene of the game, as well as looking at the building from far away as the player in game. In regard to the lighting, the cutscenes and at night, the building has lights that are attached to multiple places of the building. In the game's G.E.C.K. toolkit, the lights are not attached to the asset of the building.
Right now, my plan is to work on the textures of the building, and then start work on the lighting afterwards. I'm thinking of choosing the lighting of either the in-game day or in-game night lighting of the asset. Time to stay indoors, stay away from everybody, and begin painting textures onto the asset. 🎨
Fallout: New Vegas 2010, Obsidian Entertainment, Bethesda, intro cutscene.
Fallout: New Vegas 2010, Obsidian Entertainment, Bethesda, Lucky 38, Fallout Wiki, viewed 25 March 2020, <https://fallout.fandom.com/wiki/Lucky_38>.
A shrivelled up gherkin