As a blender user i've found exporting a material/colour ID map quite awkward, resorting to bakes and having to enable or disable blender options to get a clean unaltered diffuse colour render. A process that is both fiddly and time consuming. By chance I came across the offical BLender uv layout addon to export the uv…
All I get is a a 231 white colour where the UV's are? The script isn't working. I had separate objects that all had a different Diffuse BSDF surfaces with different colors that I merged into one object then tried exporting the color layout with no success. What am I doing wrong?
I'm kinda new in this topic but as far as i know only low poly mesh needs to be unwraped during baking process. But when I bake color ID i must do this from highpoly model, right? So is this above method force me to unwrap highpoly too? Can't this diffuse colours be projected in some sort from high poly to low one? Sorry…