If we come into common, we can see we don't need to apply a high definition mesh. These are just maps they're going to give some extra information based on what our normal maps doing that are going to help some of the generative painting techniques we use to make the texture for this. So this will give us our world space normal,our curvature, and our positional maps. We already have a color Id and an ambient occlusion map, and we don't want to thickness map. So now just based off our normal map, we can bake the other maps that we're going to need to make some are textures. So did project configuration you can actually change it right here from normal map direct X to normal map Open GL. As I mentioned, I'll do a little insert on how to fix that. You can see what I said there's a few little strange surface areas, errors happening here because it is an Open GL normal map that we're trying to interpret using direct X. Down here under texture settings, we can add by clicking on here and dragging in our normal Id and ambient occlusion map, and then bake the rest of them. I see my low poly without any of the bakes I've done already. I can also hit F2 on my keyboard to do the same thing. We can see it loads up our model in this side-by-side 3D and 2D view. So we're going to add all of our bake all of our maps in here. Let's go ahead and add our normal map by clicking here, and going to RTS 1440 normal Id and our AO. I do that by the next video but I forgot to do it for this part of the stamp, and you'll see what that does later. Something I forgot I forgot to do here is I should have said that normal map format to Open GL instead of direct x. We want to set our overall document resolution to be 4K because we want to get the highest we can go. We need to choose a file and we just need our low poly here. We're just going to go with the standard PBR roughness, metallic roughness. So let's open up substance painter and start our project. In this video, we're going to lay down some simple base texture colors in substance painter to start off our texture in process.
0 Comments
Leave a Reply. |