I use Maya LT 2016 and Quixel 2.0.
Once I have applied different coloured materials to my object, how do I bake these colours to a map (as mentioned in the
Quixel Manual)?
My usual workflow is:
- use Hypershade to manually Select Objects With Material
- manually change their vertex colour with the Paint Vertex Color Tool
- repeat for each material
- bake the vertex colours to a Color ID map in xNormal
There must be a simpler way to transfer this color information to a map, while retaining the colours from the original material. Right now the DDO Swatch is useless with this workflow.
Thanks
Replies
But, this is how I did it from Maya LT 2016.
- Made new materials and changed colors (important because Quixel only gives you hex/color info)
- Went to shading
- Opened up Texture Baking Settings under Texture Baking
- Made sure Bake was selected up top
- Selected Baking tab
- Target and Source target I made the same
- Changed Texture Bake Settings Resolution (width/height in pixels)
- Went down to Shader Outputs, unchecked Full Shading
- Checked Albedo
- Closed the window
- Clicked on Texture Baking tab up top
- Clicked on Bake
- Viola - Color ID map made
Simply put, Substance's Color ID map baker is way more efficient (less steps for lazy people like me!)First I made a simple 'swatch' in Photoshop. Just a grid of colours that I want to use.
Here is an example high poly model:
UV map models and faces to different materials on the swatch:
Your high poly should look something like this and is ready to 'bake texture' in XNormal!