Hey guys,
i've found this two images while googeling a bit and it's a sculpt and texture sheet. i try to understand whats the technique and the best way to create masks for this in photoshop in case of texturing:
I would say that the sculpt is made out of different pieces (concrete, tiles, etc). but how can i create a good mask to define every part of it (for example every tile etc) because the most stuff of this object will be baked down i suggest.
maybe you got some techniques or workflows how to get good masks directly out of zBrush to texture a game ready model like this.
thanks
Replies
In ZB you can break all the pieces to polygroups, and assign your different colours:
Autogroups>Polypaint from Polygroups
and bake the polypaint to a texture using polypaint to texture.
Texture map>Create>New from polypaint
most of the floor tiles from the hp will be baked on the lp (which will be flat surface). so i don't get any geometry there. some of these floor tiles are green, some have a pattern and some are grey. how can i mask exactly these different floor tile-parts out to have an id mask which i can use later on in photoshop to create a layer mask out of it.
In theory it should work, but like I said, I've never tried it.
Let me know how that works out.
- Auto groups to assign polygroups to non-contiguous geometry(or organise your polygroups as you want to mask them)
- use the polygroups to polypaint feature to assign vertex colour(no UVs required)
- decimate the tool
-export to your usual baking software and bake matID high to low
is the bake matID high to low a feature that xNormal has?
I've another question on this. i got a model out of different pieces in 3ds max. my hp has some different parts and i gave them different id's (multi sub material). i exported the hp out and want to bake a base texture but i only got "red" results. I used both options: "draw using this color" and "write object id if no texture" but still the same results. which format is right to export the color ids on my hp and which options i need to choose and how does it work in xnormal?
.Obj is fine and will store your vertex colour information.
In Xnormal bake a 'highpoly's vertex colour map' instead of a 'base texture' map.
*edit* i worked it out with substance painter now but i didn't know that i need sperate materials because a multi sub wont work
One easy way is to add a vertex paint mod to your highpoly and using the vertex paint bucket fill each element with a different colour.
Then export your highpoly as an .sbm(check the Export Normals and the Export Vertex Colors check boxes)
>import(low .obj & high .sbm to XN
>uncheck the Ignore per-vertex-color box
>bake a 'highpoly's vertex colour map'
Note: if your .sbm exporter is missing you can find it here:
Program Files\Santiago :\S.Orgaz\xNormal\x64\3dsmax_plugins
And copy/paste it here:
:\Program Files\Autodesk\3ds Max 20XX\plugins
Assign your multi-sub material in Max to your HIGH-poly
Now set up your high and low in SP and bake your ID map. In the ID map options make sure to change Vertex Colours to Material Colours from the Colour Source dropdown.
Also, as you're just baking to a plane you can disable diffusion(no padding or dilation needed as there is only a single UV island. If you leave it on you might get errors)