Member Ruud Posted February 22, 2018 Member Report Share Posted February 22, 2018 Hi guys, Need your advise concerning an optimal paint workflow (for smart-materials). Bare with me here :p Painting my scult-object with smart-materials generated an "AmbientOcclusion" + "CurvatureMap". Now i guess that it's probably better to start using the smart-materials after i baked for per-pixel painting? but then how do i get the best ao + curvature info after retopo for use of the smart-materials? Is there actually a difference between the "AmbientOcclusion" + "CurvatureMap" generated from the sculpt-object when i select a Smart-material and the AO that i can choose to calculate during the baking for-pixel-painting and calculating Curvature in the paint room? Also i noticed that my "CurvatureMap" from the voxel-painting object stays in my layers after the pixel-bake and that my "AmbientOcclusion" get's replaced by the newly calculated version? Are these the layers that my Smart-materials will use or do i need to calculate a new curvature for example? Thanks and sorry haha Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted February 23, 2018 Reputable Contributor Report Share Posted February 23, 2018 (edited) Ok, it seems you are saying that you did some vertex painting . Quote"voxel-painting object". Used a smart material and the one you used created the AO and curvature map. Now you want to do some further work in the paint room after baking. Is this correct? and then I can answer the questions at hand. Edited February 23, 2018 by digman Quote Link to comment Share on other sites More sharing options...
Member Ruud Posted February 23, 2018 Author Member Report Share Posted February 23, 2018 (edited) That is correct! Is that actually recommended at all? Edited February 23, 2018 by Ruud Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted February 24, 2018 Reputable Contributor Report Share Posted February 24, 2018 (edited) Vertex Painting or Polygon Painting requires a very high polygon mesh in surface mode for quality painting and vertex painting does not support depth only color, metallic and roughness. You can only export vertex color and not the other two. This is not a limitation of 3DC but of vertex color. I would only use vertex painting for look development or basic colors, maybe as a starting point for per pixel painting. Some artist use vertex painting for over painting in Photoshop. They render in 3DC. Then open the image in Photoshop for over painting. You get higher quality textures in the paint room using pixel painting vs vertex painting. Of course you need a decent texture resolution size. 1. Sculpt the model in the sculpt room. 2. Create the retopo mesh and uvs. 3. Bake to the paint room for normal map. 4. Paint away and have fun. Edited February 24, 2018 by digman Quote Link to comment Share on other sites More sharing options...
Member Ruud Posted February 25, 2018 Author Member Report Share Posted February 25, 2018 Thanks for the reply digman! Quote Link to comment Share on other sites More sharing options...
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