Hey there, back again with a question regarding masking. In my example I have a grout and brick texture intersecting and I would like to have a mask of my grout for texture usage.
I have the meshes in Zbrush and 3DSMax so methods in those software are preferred.
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On another note, looking at your high poly, you may run into issues if you are doing an AO bake. They will be subtle, but you will probably have a lighter edge running horizontally and even vertically, because you don't have actual bricks to pad out the raycast for the AO.
If you plan on generating AO from a normal map bake, this won't be an issue, or if baking it might be so subtle that you can live with, but just pointing out the possible issue.
- Im curious why exactly I would run into AO bake issues. Is it due to the steep angle difference between the grout and bricks ? How can I, keeping in mind a texture similar to this one, avoid problems (now, or in the future) ?
Solid advice on the Xnormal bake btw, thank you m4dcow!
Tried different settings but no succes yet.
So xNormal does different colors for each different mesh, so I would suggest exporting the high poly grout plane as one mesh, and the bricks as another. Also use the "Write Object ID If No Texture" option, because xNormal is basically writing a different color for each object id ei: separate mesh.
Also I did a test to demonstrate what I was trying to explain with the AO bakes here
@Xnormal, I actually did try what you suggested already but still got the same result. Will get back on this one after I have done some more troubleshooting.
Really thanks a bunch. Nothing helps me grow more faster then constantly solving problems I rather would avoid.
I realise the edge bricks distances need to be exactly the same but the problem is that these 2 bricks have different dimensions.
In this image the pink lines should all be the same length, because they are drawn from one part of a brick mesh, to the exact same spot on their instanced counterpart. This length should be the width of the plane you are baking the high poly down to (if it isn't, it won't tile)
So If the plane is 128 units, you move the bricks on the right 128 units to the left, the bricks on the left 128 units to right and the same for top and bottom.