I would use Xnormal to bake the normal and polypaint data. XN can bake polypaint to a diffuse texture. If it's a dense mesh, you may have trouble importing into Maya (either very poor performance or crashing on import).
oh, you can, but it's not gonna show on viewport. I thought you only wanted diffuse. Brice did a CGFX shader that blends terrain via vertex color I believe, you might wanna check that out.
Thanks for your response Oniram. Does that mean I should mix in my ambient occlusion map with my diffuse? I thought that Lightmass did its own ambient occlusion, so I should use both?
Loved the 29 as a child , looks really good I would experiment with your texture maps, it looks very diffuse and the model is all metal, you can get some interesting points with good use of gloss and specular
Is it possible to combine groups? I've been looking for a feature like that. Like say I make a group called Diffuse. Then inside I make group A, group B, etc, and then have it spit out DiffuseA.tga, DiffuseB.tga, etc.
@JamieRIOT: Makes sense, Jamie. Come to think of it, the bark should be a greyer colour too. MattyWS : Those steps are round the back. As for the door, planned on adding the small normal map details from a diffuse overlayed on the normal back.
Thanks! Been experimenting with dark polymer and metal base textures. I think the polymer came out alright, but the metal is not where I want it. Should probably be a darker diffuse to better match the look of AR-15 metal.
Thanks dude! I kinda overwrote the diffuse texture for this girl's body, setting me back about 5 hours of work, so I miiiiight just call it quits on her here and more on to bigger/better characters.
I wasn't really happy with the lack of lighting for this piece, so I took some time today and put together some portfolio images. 1324 triangles per character, 512x512 diffuse and specular maps, rendered in Marmoset.
CS4 is clearly the way to go on this subject I think - extremely easy approach. Load your obj and diffuse texture, use clone stamp or other to fix seams, save out and voila :D Done! Kick ass!