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Creating more organic color id maps

HashBrownHamish
polycounter lvl 5
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HashBrownHamish polycounter lvl 5
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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  • CheeseOnToast
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    CheeseOnToast greentooth
    Colour ID maps are there for convenience, to allow you to quickly select material types. Re-modelling entire pieces just to get a colour ID mask is counter productive.

    Just use polypaint in zbrush. Flood fill the polygroups that you can, and hand paint those you can't.
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