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Super Happy Cow
12-25-2010, 03:49 PM
I've been wondering, since i started building characters, how the hell do people quickly mask maps, rather than spending hours painting out individual pieces? There must be a way using selection options.

Example: Goat from the sdk thread. Hope the author doesn't mind.

http://img541.imageshack.us/img541/8689/sheepcopy.jpg

Bal
12-25-2010, 03:59 PM
The idea is to set colours on your hipoly and bake that information down to your low poly.
There are many ways to achieve this, vertex colours, UVs with a multicoloured maps, just using coloured materials in max/maya/etc...

cw
12-25-2010, 04:50 PM
strange timing that you mention this! :) see the textools thread,
http://www.polycount.com/forum/showthread.php?t=69736&page=8

ZacD
12-25-2010, 05:46 PM
XSI has an option called material tags that creates different colored ares for each material.

pior
12-26-2010, 01:05 AM
Yeah its a very basic thing, it's easy to forget but it takes 5 minutes to setup and saves hours when working on the texture.
If you bake inside Max or Maya, its just a matter of transferring the diffuse info ; but other applications can import either vertex colors or texture info to do that too.

r_fletch_r
12-26-2010, 02:25 PM
Vertex colours work in max. In the material put a vertex colour node in the diffuse slot and bake the diffuse channel.
It'd be damn nice to have a vertex colour channel. Infact something like scripted render passes would be awesome.