Any baker will do, I prefer to do this in Substance Designer. For assets, I imagine it's going to be some retopology and UV mapping work done in something like maya, maybe zbrush or whatever you prefer using for retopo and uv work.Īfterwards, you bake your existing texture maps and mesh information onto your low poly mesh. In my case with materials, this was often a basic plane with a square UV layout. It basically comes down to creating a low poly mesh, so that you can bake your texture sets onto that later on. I assume the workflow is fairly similar for assets however.Īfter generating my high poly mesh and texture maps, it is indeed time for cleaning up your mesh first. Most of my experience has been with creating materials from photogrammetry, so take what I say with a grain of salt. This video explains it well: Īnchor points are great and will save you lots of time in the future for other stuff as well, such as linking masks to different layers. Next to resources, you can click Anchor Points and you will find the anchor point of your corresponding layer. Scroll all the way down to the Image Inputs section and click the Micro Height input. Lastly, you need to link the Micro Height input to the anchor point you just created. In the properties tab of your dirt generator, you can then go to the Micro Details options and you will find both Micro Normal and Micro Height set to false.
#CAPTURING REALITY MULTIPLE TEXTURE SET UDIM UPDATE#
An anchor point is basically a reference to the existing content of the layer or mask and will always update as you paint more. You'll want to add an anchor point to the layer of your painted height information(right click and select Add Anchor Point). Maybe upload some screenshots of your object and UVs so people can help you better? If the UVs of your object span over more than one UV tile(1001), I would also look into the UDIM workflow in Painter. Generators and smart masks, however these won't do you any good when trying to separate your materials per mesh.However, this one allows you to fill based on either Faces, Meshes or UV chunks ( ) The Polygon fill tool, this is essentially the same as any fill tool like you would see in photoshop or something.Adding a colour selection to your mask and using an ID map ( ).The most common methods I use for editing my masks are the following: Your main way of separating layers of materials in your object is going to be through masking however. Not knowing your specific case, I'm just going to list some options that can help you. I hope my ramblings somewhat helped you, otherwise just ask My post is a bit of a mess but it basically comes down to either:ġ)converting your base colour to a greyscale image and using it as a height map, whether you do this in painter or export it and do this somewhere else is up to you.Ģ) work non destructively by using fill layers so you can always add additional tweaks to each channel afterwards(which I advise for future work) If you used fill layers you can retroactively go back and give every layer a height input of its own. Select Base color in the Referenced channel dropdown menu. This anchor point is now a link to all underlying base colour information in black and white values.Īfterwards you create a new fill layer with only the height channel active> Click the height input, go to anchor points and select the anchor point you just made. You could create a paint layer> set the base colour blending mode to passthrough>add a filter to the paint layer to desaturate your base colour (HSL or whatever works for you)>right click the paint layer and add an anchor point>hide the layer afterwards Then use this grey image as the height input of a fill layer with all other channels turned off.Īlternatively, if you don't want to keep exporting your base colour each time you decide to make a change in painter. One way to convert your base colour to height data is by exporting your maps and then reimporting them back in a greyscale format. I'm going to assume you used paint layers instead of fill layers, otherwise you can just edit the fill layers. Your height data will then be added to your normal map upon exporting your textures.(substance painter does this automatically) You can convert your colour information to a greyscale image and 'fake' your height map. No idea what exactly it is you're trying to do, but I'll give it a shot.