Is there any way to do this ? Lets say I paint a bunch of bolts in using Alpha brush's. Is there any ways to mask them to a color ID mask so that ever bolt goes to lets say yellow in my case which = Steel
I know there is a ID map in substance painter, but it seems like I have to paint whole mesh only on a single texture... am I missing something????? How can I paint a mesh with multiple parts? ( one basecolor texture for head part, and another for body part.. etc..)
I have a highpoly and lowpoly models of basket, and i want to use baked color id as mask for opacity after, but it doesn't bake at all. I assigned new material on HP model and tried to bake in maya and marmset - nothing, just flat texture. I don't know mb i don't see something obvious here, pls help.
Hey so I've been working on an animation using my friend's model. He uses two UV maps for the creature and to rig and animate through 3DSmax I had to merge them as one object. I used multiple Material IDs but can't seem to bring them into Marmoset Toolbag 3 to view my animation with multiple UVs. Is this not possible?
I know that mamoset recognizes objects with multiple material IDs, but when it comes to baking them, everything gets sandwiched into one map. Obviously I could break up the pieces of the mesh and re-import, but is there a workflow to do it without needing to separate the object? Just curious.
Apologies if I am missing something basic here, but I just bought QS2 yesterday and while so far almost everything is working as expected, I am having issues with the Color ID script for Maya. First off, if I try and use it as directed I get the an error reading I read on another thread to drop the reload argument, so I…
i have a problem where my low poly has uvs my high poly does not how do i copy over these i took my hp into 3d coat and got a lp off it i also gave the lp uvs im now in xnormals trying to get an id map etc but the uvs that come out are from the highpoly have i missed a step?