I'm working on my first serious game asset model for my portfolio. I've never done the entire pipeline before, specifically the baking. I had some issues baking, and ended up making every part of the model an individual UV'd piece, 11 pieces in total. And I've been texturing them as separate texture sets in Substance Painter. I did that because I couldn't figure out how to do Material IDs. I think I understand now... The IDs need to be assigned to the high poly during baking. Is that right? So I know for next time...
But for class I need to post the texture Maps on a single page for the portfolio. Because of everything being individual, it would look pretty sloppy. I did ask the teacher for advice, but I didn't understand it.
So, in noob terms, how would I pull off a texture map page at this point? Should I Photoshop all the normals and albedos and whatnot together? Put the UVs on one page and rebake, despite the baking errors I had when I tried that?
Please help. It's an emergency. I'm falling behind thanks to my own ignorance.
Replies
Other than that look into ArtStation for examples how people usually present their texture maps. Usually you'd have the 3d mesh next to the textures, as looking purely the texture maps doesn't really give the same impression as seeing it rendered on a model.
Ideally, smash the UVs into a single page and rebake - the problem there is that you'll have to paint everything again.
If you're short on time just comp everything together in photoshop and shift the UVs to fit -DON'T ROTATE ANYTHING! - then hope nobody asks how you did it ( it's a valid enough technique really tbh. )
There are ways to sort this all out in a non-destructive way but I'm guessing you'll struggle with that given that you're new to the whole process.
In future it will pay to be absolutely sure what the submission requirements are before starting - that way you can make sure you know how to do everything before getting stuck at the end.