Hello all, thanks for reading. I use Substance Painter and have been using the "baked light" filter for most of my needs. however, for textures where the height map makes the texture look right (pebbly leather for example) that method breaks down and the difuse map created is sub-par. So, at someone's off the cuff suggestion I downloaded Marmoset to give the demo a try. I have dug around, watched a bunch of different how-tos but NOTHING is just showing me what I need to know. Could someone please walk me through or point me at a tutorial that will give me just the following basics? I need to:
Import my model that I used in Substance Painter (I dont even have a high poly version, this is really dead simple but I just cant seem to do it)
Import my textures
Set up a basic general lighting atmosphere
Render out difuse, normal and specular maps in png jor jpg format
I am not trying to do anything snazzy or complicated, model in, textures in, render pretty lighting on my difuse and export it out to upload into Second Life for the game asset I am trying to create.
Any help would be appreciated. Thanks!
K
Replies
Light baking, as in diffuse and specular light passes, is not something that is currently supported in Toolbag 3. However, this is something we've talked about and are considering for a future update.