Hi, I have an asset I created in Maya and is textured with a trim sheet in Maya. I took the asset in zbrush as well to add some damage and cracks and then tried to bake it on the low poly in substance painter. When I bake in painter, the baking is all over the place. If I go back to Maya and just layout my UV's instead of using the UV I layout specifically for the trim sheet, it bakes the zbrush model correct. What am I doing wrong? Is there a way I could bake that information I made in zbrush in painter and still keep my trim sheet textures when I take my model in Unreal? Or I have to use one or the other? Thank you.
Replies
Hi! If you are baking to the game mesh - with overlapping UVs mapped to the trim sheet - you are bound to get issues.
Instead: 1) Layout the high-poly trims/geometry on a plane (multiple if you use match by name), bake and texture. 2) Map the game meshes UVs to the trim-sheet. You should find plenty of tutorials out there.