Hi everyone)
I have materials set up for each colour in my high poly model in 3ds max(so later in substance painter it would be easier to use it for masking)
But sub.painter bakes it with one uniform red colour(instead of 7 different as I have assigned)
See the screenshot.
Both low poly and high poly models are exported in fbx format from 3ds max.
Replies
hey, reminds me of this thread: https://polycount.com/discussion/comment/2776572#Comment_2776572
Fabi_G -thanks-but unfortunately that did not help)
i have changed match from by mesh name to always-does not work
I am using 3ds max 2022
I have tried to export high poly model in OBJ format-did not work as expected.
I have attached screenshot and 3 files.
Thanks for responding )
Make the ID map directly in max for now
I think it's borked and there might not be some weird obscure thing to get substance to read the materials correctly ( it certainly reads there are material IDs on a high poly and assigns different colors to them in the ID bake)I say just get the ID from max in a few mins and move on. Hopefully there is some fix in the future that turns up
you could try the "mesh ID/polygroup" setting for generating ID maps. That should work since you have separate meshes in your hipoly file.
One thing you should do is re-import the hipoly.fbx into a new file and see what you have in there. Do all the other maps (normal, AO, height) bake correctly?
Looking at the image of your max file it looks like it's baking the object that has "physicalMaterial" applied to it. Did you accidentially include the collision mesh in your hipoly.fbx?
I tested using the "mesh ID/polygroup" setting and it works fine:
Hi)
sprunghunt -ID colour should look like that (with distinct borders)according to the tutorial by Tim Bergholz.
sprunghunt-All the other maps were baked fine)
Where can I check if I included the collision mesh in my hipoly.fbx?
I am a beginner and I do not quite understand you)
And how is high poly,fbx supposed to look when I re-import it to max?
Does it look correct?( BecauseI did not use opensubdiv modifier in the scene)
The issue is material importing into substance is broken, it's not you importing a collision mesh with the HP or doing anything wrong, you simply ran into a bug in the software, that afaik there is no fix for as of yet.
Physical material is just what autodesk calls their normal default material type, why its called that is it refers a physical lighting model and not collision physics is my guess. You don't have a collision mesh or anything. It's a bug, just bake the ID in max and import it into substance and stick it into the ID slot and call it a day is my recommendation
"Can you try using a Standard Material (not a Physical Material) ?"
This solution was suggested by NicolasW in the other thread describing this issue - hopefully it works for you too.
that'd make a lot of sense - fbx doesn't seem to fully support the physical materials (something i learned a day or two ago when mucking round voxelising crap i found on the internet)
prefered use standard legacy to substance if need ID and not physical material, if you want check your baked normals or trimsheets then yes, use physical material