Open up the bake textures options, load in your high res model and when you get to ID, select Polygroup/Submesh ID from the dropdown and choose Random for the colour generation. If you did everything correctly, you will get three colours.Ī quick take away from this. Open up Substance Painter and import the low res shirt (or any mesh in your scene).
Open up Substance Painter and import the low res shirt (or any mesh in your scene). now the shirt is ready to be processed in Substance Painter (Export selected will be best. Interestingly enough the colour of the materials match the polygroups.
The model will be too small so you have to scale it up to match the scene around it. I chose Load Polygon Parts because it was cleaner to use. Here are the options I am using for import. But let's make sure the model imports the way we want. Hopefully by time I get Modo 901 this won't happen again) So we will have to fix the scale. but it will be too damn small! ( I am working with real world scale, which I STRONGLY encourage, and the FBX Exporter from Zbrush seems to bypass this. Works best in combination with the matchmaker brush to make them fit on your models. insert mesh brush Thick, 26 pieces, ready to slap onto your clothing and accessories. In the past a 3D artist would painstakingly build a mesh polygon-by-polygon. It can be a difficult process, but the basic idea is to create another mesh that simplifies the original HD asset. What you get: - insert mesh brush Thin, 26 pieces, add your own desirable thickness. Retopology is the process of converting high-resolution models into something much smaller that can be used for animation. In ZBrush its easy to create soft surfaces and high-quality details, but it isnt ideal.
When we import it into Modo, the polygroups that were made will become materials. Includes insert mesh brush for creating Pockets and Patches in Zbrush. 3ds Max is another piece of 3D modeling software from Autodesk. it is IMPORTANT to have Export Polygroups as Materials selected otherwise you will not be able to get all of the details.Ģ. Since we are just baking for IDs, polypainting is not needed.Īnd the export options.
Also, feel free to decimate your models if needed. You just need one for something like a shirt unless it has complex patterns. I will be using modo, but I think this will work for other apps.ġ.
So I want to share with you how to do just that. In my pipeline, I use ZBrush>Modo>Substance Painter and needed to figure out a way to get the models into it with all of my polygroups intact. I recently discovered the baking engine in Substance Painter ( how did I miss this?) and was working to figure out how to get my ID maps working from my ZBrush meshes.