Hi all,
I'm pulling my hair out trying to figure out how to bake matcap materials to my high poly model, so I can bake it into the diffuse of my low poly in max. Can anybody please help?
I used zapplink to get what I thought was the matcap in the texture, which kind of worked, but there's no way to bake zapplinks textures to the high polys auv tiles.
arghhh!!
Replies
(1st link is Sebcesoir old-school, but still applicable...3rd link is newer 3.1, I think)
well, you could type in "bake zbrush"
or better yet: http://www.zbrushcentral.com/showthread.php?t=36229
http://www.cgarena.com/freestuff/tutorials/zbrush/baking_texturemaps/baking_texture_maps.html
hope that works for ya
http://www.pixologic.com/blog/2009/06/352/
Although, this method has uvs already placed on the highpoly.
I don't want to lay out proper UV's for the highpoly as that would be a nightmare, I just need something good enough for it to read in max for my low poly bake.
When I do the displacement map trick, I don't get a nice displacement map filled with little squares, instead i get just horizontal lines running across it, like the uv's are messed up and it's being stretched.
I first AUV tiles my high poly, then use zapplink, then the color > texture function. (process can be found here: [ame]
EXCEPT when i do color to texture and then everything goes crazy. Pics are of the resulting map from col > texture, and the model with the texture applied.
I get worse results with zbrush 4 (which will be shown in the video). The screenshots above were done in zbrush 3.1, but I'd rather not have to switch programs like that, and just nail zbrush 4.
Explanation: The UV border acts like padding around the UV shells. If you set it to 0 it is going to cram them together in a way that it will put UV (verts?) directly on the 0 or 1 UV coordinates, which causes zbrush problems in other areas as well (blank maps in the case of multi map exporter). Set the UV border to 2, and UVs get spaced more, including around the outermost border (so instead of a UV landing on the 0 coordinate, the padding will cause it to be on the 0.1 value instead).
You can check the UVs for errors using the new texture from UV check. UVs from 0:1 cause problems (I think it tries to split into multiple textures at this point), 0.001:0.999 is fair game.
Edit: Oh wait got it.
But yay that that part works now.
Edit Max Problem: what does it look like in Max? Usually at that stage you can leave the UVs alone, and just flip the texture you exported from zbrush (this may depend on what your preferences>importexport settings are. It could be different from mine, as your UV border's default was)
ARGHHHHHH. Give up have to go out, i'll try again later