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Maya: Baking material color to a Color ID map?

I use Maya LT 2016 and Quixel 2.0.

Once I have applied different coloured materials to my object, how do I bake these colours to a map (as mentioned in the Quixel Manual)?

My usual workflow is:
  1. use Hypershade to manually Select Objects With Material
  2. manually change their vertex colour with the Paint Vertex Color Tool
  3. repeat for each material
  4. bake the vertex colours to a Color ID map in xNormal
There must be a simpler way to transfer this color information to a map, while retaining the colours from the original material. Right now the DDO Swatch is useless with this workflow.

Thanks :)

Replies

  • VictorB
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    VictorB polycounter lvl 6
    Damn, I am actually trying to figure this out myself. I am used to Substance allowing us to make Color ID maps from Material IDs that we made inside Maya LT, way easier than trying to bake out of Turtle...
  • VictorB
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    VictorB polycounter lvl 6
    Alright, so I ended up figuring it out, but I wish there WERE an easier (faster) way. Just like in Susbtance, I wish I could just bake a Color ID map from Material IDs.

    But, this is how I did it from Maya LT 2016. 

    • Made new materials and changed colors (important because Quixel only gives you hex/color info)
    • Went to shading
    • Opened up Texture Baking Settings under Texture Baking
    • Made sure Bake was selected up top
    • Selected Baking tab
    • Target and Source target I made the same
    • Changed Texture Bake Settings Resolution (width/height in pixels)
    • Went down to Shader Outputs, unchecked Full Shading
    • Checked Albedo
    • Closed the window
    • Clicked on Texture Baking tab up top
    • Clicked on Bake
    • Viola - Color ID map made
    Simply put, Substance's Color ID map baker is way more efficient (less steps for lazy people like me!)


  • VictorB
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    VictorB polycounter lvl 6
    Oh and it took me a second to figure out how the heck to use it inside dDo. You click on the little squares on the right of your root Material (so you may have to click the < arrow)  and change it to the color you want.
  • VictorB
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    VictorB polycounter lvl 6
    I did hope that using the dDo swatch would have done this automatically. But I guess not?
  • SaintDaveUK
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    Figured out a pretty painless workflow!

    First I made a simple 'swatch' in Photoshop. Just a grid of colours that I want to use.



    Here is an example high poly model:



    UV map models and faces to different materials on the swatch:




    Your high poly should look something like this and is ready to 'bake texture' in XNormal!

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