I've been working with Maya for over 20 years, but I still learn new things every day. I always wondered how I could scale up an object like you did when you made that cage. And now I know, thanks to you :-) I never realized if I switched it to normal it would scale along its normals like that. Thank you very much, that was awesome. I'm new to this PBR workflow, so this explanation is very helpful. I typically work in VFX, so my finished models usually have a very high poly count, and I almost never have a low rez version. I texture the high poly version and leave it at that. I always wondered how game artists used hi-rez geo to bake detail on to a low-res model. Thanks for laying it out and explaining how to set things up in Substance Painter, very helpful indeed.
Man, it's a GREAT job! I've already watched and tried like 5 other techniques on youtube, and they all sucked on my model, and only yours have helped! Big thanks to you, you are a lifesaver!
cheers for this video, I had been using the colour ID but I didn't know about baking groups like that, I knew what caused the issues (intersecting meshes) but my solution was to seperate everything, export it to substance and piece it back together again, it worked ofcourse but it was a bit hacky, its nice to know the proper way!
Thank you so much for this video. The step by step instructions were easy to follow and explaining what makes a bake "bad" vs "good" was incredibly helpful!! I'm book marking this video as I'm sure I'll be returning to it if I ever forget something
Question: do i need to make two different objects in maya to get the color id in SP as one material but different colors, or is there a way to just make a model in maya with the different colors but just one material and export it to SP to separate the different textures on one material with different color ids? Btw, you have the best solution yet ive seen.
This depends all on where your final asset is going, and what its doing there. For games, a low poly is almost always mandatory, unless using Nanite in Unreal Engine 5. But even with Nanite, you'll need UVs, which typically means you need to resurface or subdivide a UV'd low poly.