What really sucks about it is that my face looks like Fry's. Not sure if frozen, or should wait longer. The work around I have now is pretty fast. I assign surface shaders with the colors I want and bake the color to the vertices in Maya. I did a test last night and it took about 3-4 min to do that in Maya on a smoothed 2…
@badler you a actually can just bake the vertex colour from Maya with xnormal too, just export fbx or sbm, and uncheck ignore hp vertex colour in xn and select vertex colour for map type. I do it all the time and even got a little script and ui for applying preset colours to different polygon selections in Maya. I also use…
Ahh I see. It might take some time setting up, but as long as the colors for the the ddo materials are the same as the vertex color I assign it should work perfectly fine. Thanks again! Can't wait to try that script out.
it wasn't working since you just applied different materials to the faces via the ddo materials, my method is still different. works with vertex colour, than xn bakes. if I have time after wrk today I will dig up the script I made for this. its something I made that allows me to quickly assign vertex colour to face…
ya im away from home atm, but can post you the script once im back at my main computer again. Just a quick way to assign vertex colour with 1 click, than you can easily export out and bake with XN, also has a tools for making a map for hte lowpoly that has all UV shells as differnt colours.
That is a smart idea, but yea a pain in the ass. It is so weird that Maya can't bake vertex colors without lighting information. I wonder if it would be faster to convert all the dDo swatches to Surface Shaders in the hypershade instead. I will mess around with it tomorrow, or maybe Passerby as some crazy script for that…