Kind Readers. Could You help me with some problems?
- Layer and Surface Noise with Color Tinting Issue
I created a model with Subdivisions and now I try to apply Surface Noise to a layer.
If I Apply Noise without a recoding Layer both the displacement and color tinting are captured on the mesh. But if I create a new layer (having it in Recording Mode) and Apply Noise I get only the Displacement from the Surface noise but no color information.
I watched already some videos about it and it is really straight forward but doesn’t work.
Another problem
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I do some tweaking on the Textures of a uved Mesh:
I capture 4k Map > Clone > Export > Tweak in Photoshop > Load again in ZB and Assign > Turn on Layer Recording Mode > Polypaint from Texture … But the Layer will not take my color information -
Is there a possibility to paint selectively from a created Texture Map?
> At the moment my only possibility is duplicate subtool > Texture to Polypaint and transfer the color information with ZProject in Transparent Mode and using low RGB Intensity and utilize alphas.
I dream of Putting the Color Information of the Texture Map into a Layer and Remove Color with Alt-Key-Painting -
For Game Development should I SUV on Subdividing or ReUV on Subdivision-Detailing before exporting my maps?
My workflow is >
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for skinned meshes with evenly spaced RenderMesh-Quads: Modeling with all tools in ZB > Topogun-Retopo to get my RenderMesh > UV-Layout in Maya > Subdivision-Reprojecting > Exporting Maps with MME > Substance Painter for Roughness/Metallic
… Should I store a Morph Target on the retopoed RenderMesh before Subdivision-Reprojecting? Or should I recalculate the UVs? -
for decimated meshes: Modeling with Subdivisions (quads) and a rational SDiv1-Count (but much higher than ingame mesh) > UV-Layout using GoZ to Maya -> then duplicate the SDiv1 and decimate as I need -> Transfer UVs from the Quad Mesh to the decimated mesh in Maya using Transfer Maps -> and export the Maps from the Quad Mesh
Thank YOU SOOOO MUCH AND GOD BLESS YOU!!