Hey all I'm new to the Polycount community but had a specific question I have not been able to find answers to anywhere online. I am hoping that some one in the community has ran into this problem before and had found a solution.
So, I'm working on finishing up my model and had exported it out just to test on the fly how it is looking. My issue is when I bake a texture map using the option from HP vertex color it bakes out with colors swapped. In my specific case the Zbrush model has purples and pinks for the skin tone and green mossy areas, however when I bake the map all of the skin tones are now green and the mossy areas are purple... I'm baffled and I have tried just about everything to get it to work correctly.
The only thing I haven't done is a cage, however from what I am reading that is more for hard edges that it is organic models. (which mine is.) here are some pictures of what I am talking about.
Here is the color profile in Zbrush
and here is what happens when I bake the base texture from HP vertex
Any ideas?? I pretty much stopped poly painting for now because I have no idea how screwy all the colors are going to turn out.
Thanks much in advance.
Replies
UPDATE:
Confirmed, Xnormal does not like baking vertex colors with FBX files, OBJ did the trick. Thanks again Cheese saved me hours of headaches. Also I hope this thread is helpful for anyone else out there that runs into the same problem. Cheers!