Hello, everyone, I'm creating a character for games and I just finished the retopo.
I have the UVs all mapped out and I was wondering what the next step was.
Do I use the UV map and bake details onto in Zbrush and then move it to substance painter and Mari to bake textures?
I'm a noob and I was wondering what the typical gaming pipeline would be.
Thanks in advance!
Replies
- When baking the details, only bake the normal map at 1024, no anti-aliasing at first. This will give you a quick bake and you'll be able to see any errors that you need to correct. When you do not have any errors, then increase the resolution and anti-aliasing if needed.
After the maps are baked (Normal. AO, colour ID (if needed), etc), then you can start texturing. If you used an exploded mesh, might as well reimport the mesh as non-exploded and go from there.
There are other options, but the above are the most commonly used.
Don't ever bake in Zbrush. The results are inferior and it uses its own tangent basis.
I just need some clarification, are XYZ textures on Zbrush considered a part of mapping? Or is it just detailing?