Baking Color ID Map in Maya

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  • เผยแพร่เมื่อ 20 ต.ค. 2024
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    In this tutorial I will show you how to bake Color ID map in Maya using Transfer Maps.

ความคิดเห็น • 21

  • @cutlervanalstine2984
    @cutlervanalstine2984 5 ปีที่แล้ว +13

    The messy edges are caused by the "Fill Texture Seam" setting in the Maya Common Output. Set it to 0 instead of 1

    • @brianrasmussen3452
      @brianrasmussen3452 4 ปีที่แล้ว

      OMG!!!! thank you so much I've struggled with this for some time and everyone kept saying to paint them out. I always felt that there must be a easier solution to this problem as its such an annoying issue that plagued me and other. You're a gentleman and a scholar.

    • @velozsensei2288
      @velozsensei2288 3 ปีที่แล้ว +1

      @@brianrasmussen3452 may you live long you man/woman.

    • @greengamerguy623
      @greengamerguy623 2 ปีที่แล้ว +1

      NO you need that bleed for LODs to not have bleed around object edges in game when the LOD and Texture LOD lower over distance. The REAL solution is to have your island have enough packing distance between islands. 0.01 island distance on layout, with a setting of 6 on Edge Dilatation.

    • @greengamerguy623
      @greengamerguy623 2 ปีที่แล้ว +1

      @@brianrasmussen3452 NO you need that bleed for LODs to not have bleed around object edges in game when the LOD and Texture LOD lower over distance. The REAL solution is to have your island have enough packing distance between islands. 0.01 island distance on layout, with a setting of 6 on Edge Dilatation.

  • @lindsaytowns3641
    @lindsaytowns3641 6 ปีที่แล้ว +1

    Thanks, just what I needed! Wish Substance Painter had this capability.

    • @2sahn234
      @2sahn234 6 ปีที่แล้ว +1

      U can bake color id maps in substance painter, cos its baker is fastest and i normal bake high poly normals and stuff with it, u need to select color id option>material color, make sure u assign unique flat color on each face which needs to be a different material on highpoly, stack both high and lowpoly on top of each other and duplicate a lowpoly once more and scale it just as a refference cage mesh so substance painter can bake properly, And their u go In substance painter all ure Maps,, colorid, normals, ambient curvature, density are all baked.. and to use color id simply select the color filter mask and select the color to apply for the Group.

  • @SVisionary
    @SVisionary 5 ปีที่แล้ว +1

    If this is for a game model, isn't it better to use vertex painter instead? Each material you're adding is just another draw call.

  • @Madgodthor
    @Madgodthor ปีที่แล้ว

    what to do if you are working in UDIMs ?

  • @erikm9768
    @erikm9768 7 ปีที่แล้ว +6

    Not very clean...lots of problems, no you dont want to fix them in photoshop

  • @abowlofawesome5517
    @abowlofawesome5517 7 ปีที่แล้ว

    so in order to bake the color map you have to give shaders to your low poly right?

  • @aidilfakhri6970
    @aidilfakhri6970 5 ปีที่แล้ว

    is not work for me. I don't know somehow my ID map became messy and totally not accurate at all. please help me

  • @noyanrezai567
    @noyanrezai567 8 ปีที่แล้ว +1

    can we do it without duplicating or having a lowpoly and a highpoly ? I just want and id map on my model.

    • @GameDesignDimension
      @GameDesignDimension  8 ปีที่แล้ว

      Mo Rezai I am unaware of a method where you can combine all of your materials into a single texture map. So what you can do is, duplicate your original model and assign materials to it and then transfer it to the original model. I am currently not aware of a method where you do not need to duplicate your model. Hope this helps.

    • @noyanrezai567
      @noyanrezai567 8 ปีที่แล้ว +1

      hey :) it did mate. thanks

  • @yumekommz5109
    @yumekommz5109 7 ปีที่แล้ว

    Thanks that helped
    :)

  • @MadgazGaming
    @MadgazGaming 7 ปีที่แล้ว +1

    right

  • @_KASM_
    @_KASM_ 5 ปีที่แล้ว

    "right?"