I spent a few hours trying to work around this issue I'm having trying to bake a diffuse map from my polypainted high res mesh in zbrush... I'm hoping someone here can give me some fresh ideas to try so I don't lose the hours spent painting it. now, I understand the process of baking the diffuse (as laid out by eat3d), but…
Hmmm I'm having the same problem with R3 specifically (it's been a while since I've had to bake off a polypaint). xnormal 3.16.12 just hangs with the new R3 .objs, and 3.16.13 (like you said) doesn't seem to like baking off diffuse maps any more. I'll root around a bit and I'll post back here if I find anything.
you can still use topogun if you export you mesh in chunks - maybe based on some polygroups, you will probably have little or no seams, and you can bake the chunks individualy
No worries! It's just really strange that everything else is rendering correctly but the base texture renders as a flat color for each object, even though the base textures are loaded in next to the corresponding objects and the textures were flipped on the Y after exporting from zbrush. Are there any options in xnormal…
But doing so would remove the polypaint--in the tutorial linked above he specifically mentions that the only downside to that method is you can't decimate it before bringing it into topogun.
Thanks for the response. The original problem was that the textures weren't flipped. After flipping them I was able to generate base textures earlier... but now whenever I try to generate base textures in xnormal, the texture comes up as solid colors. I have no idea what's going on. I ensured that I was using the right…
You don't necessarily need to merge all your subtools, you can make a polypaint map for each (with guv for instance), then just export those as separate OBJs for your bake, and add each polypaint map to it's appropriate model in xNormal before baking.