Hi guys, so I was following this tutorial (it was on the wiki)
https://www.3dartistonline.com/news/2015/04/how-do-i-create-real-time-hair-for-games/But I really can't manage to follow the baking part. Has anyone tried this?
Or does anyone have a better workflow?
Right now what I do is:
Take a plane in zbrush and
a) I can mask some areas and use fibermest, style the hair, repeat the process to have more type of hair, then export and bake with xNormal
Normal map and occlusion.
OR
b) do just as the tutorial says.
in both option though, i have the same problem: how do I obtain an alpha map? I know that there's gotta be a way that i'm not seeing right now, but I know is inside of photoshop.. lol
please help me out!
thanks!
Replies
Place a black flat plane behind your fibermesh, then set the fibermesh colour to white, set document scale to whatever your desired texture resolution is, fit the black plane to the document size and render + export the flat color shot from the Document drop-down.
In xNormal:
Export your black background plane and white hair as an obj/fbx and do a vertex colour bake (Bake Highpoly's Vertex Colors). Remember to switch off 'Ignore Per-Vertex Color' in the high-poly settings.