I want to bake in my colors in xnormal when baking my maps, and i read it has to be a vertex map from modo? anyone know how to export this vertex map? i found out how to create one today, but i have no idea how i export this so x normal can view it for the high res mesh and bake it?
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EDIT:
Just did a test (since I never did this before :poly136:)
FBX - Appeared to import fine into xNormal however attempting to bake to a low poly FBX gave a error saying there were no Texture UV coordinates. Baking with high poly FBX and low poly of some other format seemed to generate errors due to a scale mismatch, so I can't really say if the vertex colors are importing properly or not.
COLLADA - Imported fine into xNormal. Vertex colors baked good too. Yay!
ASE - Seemed to import fine into xNormal. Attempting to bake vertex colors generated an error with the low poly ASE, not sure it it's a problem with the ASE or xNormal. Baking with the high poly ASE and a low poly of some other type had similar issues as FBX.
Save high poly with vertex colors RGB or RGBA map (I tested both ways) as COLLADA DAE.
Save low poly as COLLADA DAE as well, to make sure everything matches up scale wise.
I'm not sure what you mean by "basic material colours", Try baking only the vertex color map without any other maps at the same time maybe that will help.
I can upload a file later if you really want it, though it's just a simple test case.
By basic material colours, I just meant the colour assigned to a material, the same way as when you set it up. Anway, I'll try later. Thanks again!
create a map with all of your colors
do a dirty planar uv of your high, and scale it all down, put the proper uv bits in the proper color on your texture
load diffuse with high
bake
This is pretty annoying and there might be a better way to do it now, but it works.