I'm using Max to bake color maps, the problem is that in some places I get blended colors instead of consistent colors. This works with ddo but makes masking in Photoshop more tedious because in areas where two different colors met there are often pixels that are missed by the selection. I tried adjusting the render settings, disabling AA or supersamplers makes a difference yet there are still some pixels that are blended. Any advice to get rid of them all and bake a "perfect id map"? If I wasn't clear I can post some images.
For the hp I have submaterials assigned, last time I checked xNormal didn't work with them, I tried assigning different materials when baking the base texture but I still got the same color across all the map. Maybe I missed something? It doesn't matter if I use Max or xNormal, I just want to get rid of those blended pixels if it's possible.
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I'd advise you to use the magic wand - and increase the tolerance quite a bit - perhaps 100-200, that will allow you to select the blended pixels.
@sulky: I don't think that's a compression issue, at least not one that can be solved, I tried almost all the formats with different settings. The model is exploded and the normals are fine.
The most annoying are gradients, it's easy to miss them and you may notice some awkward stuff when you're previewing. Of course you can patch those areas pretty fast but still I would rather spend a few more days trying all the possibilities to get rid of these problems.
I attached the areas with gradients, maybe rings a bell. :poly121:
I gave it a go and tried colors that are less similar and the problems become even bigger.
One thing to note is that this doesn't necessarily happen at the UV seams.