1: of all the tutorials and things I learn from, I see people baking AO, baking nomals, but never do I see them slapping on tiled textures intuitively and then baking out a basic diffuse... why not? Seems so much smarter and faster to me than just painting under an AO or pasting textures there... why not bake the whole…
1. Nothing stopping you from doing a diffuse pass as well. I(and many others) tend to assign RGB values to different sections of the highpoly model, then bake a diffuse map. This lets you easily create masks for the various material types your model may have. Keeping it RGB, or RGBCYMW makes it easy to separate with either…
There are ways of painting diffuse, such as with zbrush or a projection painting program. But the way you're making it sound I'd rather separate them into layers for the same reason I like to composite render passes and work nondestructively; there's no speed lost and it lets me tweak things individually. By being able to…
I love color maps for control <3 The way I mean is like, it's the same as usual, except instead of laying in separate textures and assembling your base after-the-bake, you'd do the diffuse at the same time, with a bunch of textures (basically same as a color map workflow but with base textures) which bakes out all your…
The method you described only works for an object with unique uvs (non overlapping UVs) which is pretty rare. Usually only characters have unique UVs. The benefit of unique uvs is you can paint everything unique. Baking a tileable texture into a unique UV template is the worst of both worlds- low texel density due to…
i tend to map my base textures (basic metal, rust, moss, etc) with blended box mapping to the highpoly and bake it down. the blurriness won't be very visible in the final results, seams on the other hand often would. just saves me an extra step of painting out seams for my base textures.
I do both, I'll layout a base set of colors to separate areas, TexTools has some good features for this. I also will lay down some base colors using Viewport Canvas on the high and bake that to the low. Its robust enough that I've textured a few low poly models without ever having to crack open photoshop. Like EQ and Pior…