Ahh okay thanks, do you by any chance know how to create an alpha mask/ flat color map/derive alpha mask from flat color map? I use maya and substance painter for baking, is the flat color mask an ID map?
http://www.gumtree.com/london/60/31656360.html We're moving to Amsterdam, and unless we find new tenants, we're being held to our contract (which lasts 9 more months!), so I thought I'd see if any polycounters were looking for a nice one-bedroom flat. It's a nice area and the flat's in good order. Please be impressed by…
There is probably something obvious I'm missing but I can't figure this out. This is the normal I rendered in UE4: Now I tried lots of things to convert it but the flat part is never the usual 128,128,255 RGB. Here is what I tried: Adjusting channels in Photoshop, Using bake model information with a flat plane in substance…
I wish the wood looked more flat and artificial like the concept. This is outer space, it should be flat, smooth, and clean, that's the style of everything else.
I would like to convert a UV-expanded flat shape in Maya to a mesh. but please let me know if there are functions or scripts. If possible. I would like to wrap the converted flat mesh onto the original mesh. I tried the script "flatten Model by UV 0.1.2 for Maya" in Maya 2018. but I could not execute it because the error…
The above answers sound good to me. One thing I will add is that it's important to make sure in flat areas, that your highpoly is truly flat. So that means enough loops and divisions that the surface does not get curved, otherwise your low poly bake will not be flat in turn.