I want to bake out a map where the shells are solid color, but different colors on every shell. This will make texture work on this large multi piece object very helpful.
This works, but still seams like I am having to do quite a bit, that could be automated very easily.
******must have Texporter installed in order for this workflow to work******
*Create a duplicate of the whole model with all its many components/objects
*attach all objects
* (MANUALLY ) assign material ID's to each separate component that You would like easy selection of when texture editing.
*Use Texporter and enable these settings... (Texporter is convemiently hidden under the tab - Utilities>More>Texporter)
* then just pick the Attached object you have created and Texporter will create a selection map based on the settings you tweaked.
Replies
******must have Texporter installed in order for this workflow to work******
*Create a duplicate of the whole model with all its many components/objects
*attach all objects
* (MANUALLY ) assign material ID's to each separate component that You would like easy selection of when texture editing.
*Use Texporter and enable these settings... (Texporter is convemiently hidden under the tab - Utilities>More>Texporter)
* then just pick the Attached object you have created and Texporter will create a selection map based on the settings you tweaked.
As long as you have Soulburn scripts installed you can use the materialIDRandomizer.