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How to assign a "material-ID" to polygons?


Onkelpoe
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hi,

 

like the title already says...

 

 

I want to assign different Materials (aka groups) to different parts of the low poly. In Retopo room, I can select polygons - but

how to assign a material to the selection?

 

And maybe one more thing, regarding selections....

 

 

It there a way to configure "Middle-Mouse-Lasso-select-something-plus-select-also-thru-object"?

 

 

Cheers

Edited by Onkelpoe
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You have to think different.

3d coat isn´t a polymodeler like max or maya

 

In Retopo Room

Every UV-set stands for a material.

Every Retopo Group stands for a Object.

 

But why didn´t you bake or paint the material ID?

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But why didn´t you bake or paint the material ID?

 

This is exactly, what I want to do - baking an SVG map from Material IDs aka Materials...

 

So, you say I just have to place a UV-seam around the border where one "material" ends and another one would begin

and name them different in retopo-group?

 

Sorry, I am new to this concept - you guessed it right, I am more used to box-modelers - but want to change that ;)

 

Can you give a bit more in depth explaination, on how to do this?

 

(if you want, PM me in german)

 

Cheers!

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If you want to bake it.

Give your Highpolyobjects the correct shader or polypaint should work, too.

Try this

http://3d-coat.com/forum/index.php?showtopic=14921&page=2

That are shaders for PS and ddo to bake material IDs. I think after baking it is possible you have to swiitch the blendingmode to Standart instead of multiply, its a while ago i have testet that shaders.

Or create it by your self. Use the default shader and change it to the color you want, 100% blue or red or what you need.

 

If you want to paint it.

Merge your lowpoly into the paint room.

Delete or hide every created layer in paintroom, keep only Layer0 and Normalmap and Bakedocclusion.

You could delete BakedOcclusion too, if you dont need it for your workflow.

Then paint you object, uvshells and stuff in the color you want to use.

 

Take a look at this.

 

At 50min you see how i did create the Material IDs.

If you paint it, and want to export your textures, disable BakedOcclusion thats important. Without that, the AO gets exportet into the color and your clean Material IDs are broken.

 

 

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Wow, thanks a ton!

 

Yes I want to bake some maps (actually a lot of) - but not in 3DC. I use Substance Designer for that matter (and also for texturing, alongside with Substance Painter).

So I just want to create polygroups/material IDs in 3DC, which SD can read and then I go from there.

 

Ok, will check yout tutorial (which I have in my links-collection before, hehehe) at 50:00 and see, if I can get it done.

 

Cheers

Edited by Onkelpoe
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Hi carlosan

 

Since the big changes in the last builds for the normalmap export, i am not sure what is correclty. Maybe you need some tweaks to get nice results.

post-24378-0-25771600-1412440109_thumb.j

 

That are my last testing options.

Works with booth SP and SD. and you should always use DirectX as import option in SP.

If you want to use OpenGL for Blender or other Apps you have to use a different setup in the preferences or invert the green chanel after you are done with SD.

 

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