Hey folks... I've been trying to get correct material ID's to bake all day and have hit a wall. I've set up unique lamberts in Maya for each ID on my high poly pieces that I want to bake out in Painter. All of those high poly pieces are combined as my low poly is once piece of geometry - I think this might be the problem,…
so i have a scene in maya and have grouped certain items accordingly now i want to isolate them using ID map but when i am applying id aov it is giving me id of different objects which i dont want i want a single colour for a group of objects so i can isolate it pls help..
So essentially Im using Material ID maps now in my workflow with newer game engines. Essentially what I need to do is quickly make multiple masking layers in Mari based on the coordinates of the material ID. I found a decent way of doing it throught exporting the black and white masks out of photoshop via dDo. Does anyone…
Hello all, I'm trying to create a Colour ID map for Painter, but for the life of me I can't figure it out... I've set the different material colours in Blender, and in the Test Render it appears as I want it, but when I try and bake them to an image they turn out like this: (UVs are just a Smart Unwrap and the mesh has…
Hello. I would like to ask You for Your help with material id order in Unreal Engine. I remember that some time ago I was just adding "skin00" and "skin01" to my materials and it was enough. But right now I noticed that it isn't working anymore. I tried various versions with "skin00" or "_skin00" but after importing my…
Anyone know of a script which will select all objects in a scene based on their multi sub object material ID? Selecting an object by material doesn't respect material ID's so you just get every object with that multi sub material applied to it. I would have thought its something people want to do often but having looked…
I am having some issues related to using my baked RGB maps as Material ID maps in the Multi Material Bland node. This issue also regard the color to mask nodes. I bake my RGB base map in 3Ds Max and I dilate the edges in photoshop using the xnormal dilation filter. The issue lies within using anti aliasing in the multi…
Im in the middle of texturing my character under 3dsMax, when just figured that my whole unwrapped mesh wont fit in a single window. So i load up a Multisub-object, break down my mesh in 3, assign an Id to each pieces. How am i going to texture my character, if it doesn't fit in the texture area ?