Normal maps get compressed with BC5 compression where it wont make much of a difference, but baking at 16 bit and lowering it down to 8 bit later can produce dithering and noise instead of obvious banding artifacts where there's strong gradients. Doesn't really matter much unless there's really low roughness values.cturbo said:Do we still bake at 8bit or has it gone up to 16bit maps yet?
I love your wood texture omgraphadont said:First time doing this challenges... I decided to handpaint the wheelcart.
I still think it needs a lot of work, some areas out of the shot are not even painted... some parts are too busy, I really wanted to repaint the golden parts too, and equalize better the surface and its colors, but I'll be away for the rest of the month so I had to call it done.
@armagon Substance painter can bake the combined material channels and view port lighting to a single RGB texture. Just use the 2D view output from the list of converted maps in the output template tab. There should be a trial version of Substance Painter available on Adobe's site.
11/15 Addendum: Existing PBR textures, authored in the metallic workflow, can be imported into Substance Painter and assigned to the appropriate channels in a fill layer. For textures authored in the PBR specular workflow it's also necessary to switch the main shader model to PBR-spec-gloss and add the required input channels.
Both PBR metallic and PBR specular textures can be converted to non-PBR spec+gloss using the appropriate output channels from the Converted maps section of the Output Templates tab in the Export textures popup. Depending on how the textures need to be packed, it may also be necessary to create custom export presets that sample from the correct outputs and pack the texture data into the desired channels in the image files.
Some of the default export configurations are setup incorrectly and can throw errors when pulling data from non-existent channels but this can be resolved by choosing outputs from the Converted maps column.
Though Substance Painter makes this process a bit more convoluted than is necessary, it should work in version 2020 and up. Third party tutorial videos seem to be more up to date on the process than what's listed in the official documentation. Below is an example of the various inputs / outputs and the packing configuration used to generate the last generation textures.