Hi Folks,
I'm interested in hearing any workflows for generating ID Maps for Quixel Suite, i'm not convinced i'm using the best approach.
I know ddo 1 had some maya surface shaders you could bake down onto the surface, But i've found that using maya ends up missing the geo that is occluded by another piece of geo. also some of the edge bleeding comes out looking wack. and the bake takes forever and a day
I mostly use zbrush:
spit to parts
fill colour across each subtool in turn
leave split
bake vertex colour map (including subtools) using multimap exporter.
sadly it does take quite a bit of time to wade through all the subtools on more bitty objects.
Does anyone else have a preferred workflow theyd like to share?
Oskar
Replies
The diffuse baking in Maya is really slow at higher resolutions, but the end result usually is satisfying.