So i've run into an issue for creating color ID maps for Quixel DDO the object i'm modelling has lots of varying material changes and i don't really know how to approach making the color Id map properly in this case.
In this case i modelled alot of the golden trims in Zbrush by masking and using deformation. So they don't have their own polygroups. How do i go on to make a color id map quickly here ? Would it be easier to just start over and high poly model in 3ds max and detach them as separate objects ?
Any tips and tricks on quick color id map creation would be appreciated
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Just use polypaint in zbrush. Flood fill the polygroups that you can, and hand paint those you can't.