Nice, didn't know about that Neox. Could the same result be achieved if I made a material mask for the floaters, and manually gaussian blurred that in Photoshop, or is there any visual difference with Maya's way?
No, I meant two materials assigned per faces within the floater itself, in order to split it down its middle edge - thus simulating two halves of a closing mechanism for instance. Good luck !
if you bake in maya you can use gaussian blur on your output directly in maya, making your floater look kickass once baked. one of the few things that are really cool in maya
If anything, that left screenshot looks great. If you also take the time to assign two materials to the floater for proper ID baking this is a 100% usable solution, which will look great in the final bake and will remain easily editable. All good things.
@Justo Ha, sorry I wasn't very clear, and indeed a picture is worth a thousands words ! What I meant is this - that is to say, scenarios when the floater represents the separation between two parts/materials, which I assumed was your case : But again this is based on the fact that I personally find floaters (even those…
@pior obviously it's each man to his own on workflow choices but, I find it a lot less hassle to simply erase/mask/repaint on a layer rather than: go back to DCC, adjust floater geo, export, import, rebake.... Also, doesn't NDO allow this to a degree? Panel lines are just PS layers that can be moved around.
Good point, @justo , but that's where our flexibility and willingness to improvise as artists comes in. :) If there is no way I can add such panel lines in SP or NDO, or even Zbrush, then I have no problem falling back on baking floater geo. Can't wait to try out ZB 4r8 and the new chisel brushes with lazy-mouse-snap.…
so I started doing Scruples' method, but gave up halfway. Baking a specific material mask just for floaters and creating a bunch of nodes seems too time consuming for production, even if the graph could be reused for the future. As for musashidan's suggestion, I always thought for whatever reason that SP always exported…
@Scruples Interesting method, thanks for sharing. I'll try it tomorrow and post screens to see if I'm understanding this correctly! @musashidan I also tried that, but how do you go about using that painted detail for the generators, which only take into account the initial bakes? It's always nice to see dirt or metal edge…