hey it is alwyas necessary to have UVs for highpolys? to create IDs ? I mean , sometimes it is consuming time for complex character . for cilinder or primary shapes uv process it is simple and texel density is not too much a approach.. I like the way to have ID for using then and do not miss with mask and complex a nd consuming time thigs, but I have not a time machine . thx.
Do you need to use Polypaint (Vertex Color) in order to make this color selection inside Painter? I was wondering, if a Polygroup Selection itself inside Zbrush, can't be used for the selection process inside Substance Painter? Do Zbrush Polygroups not work for the selection process inside Substance Painter?
@@MadPonyInteractive hmm.. so you need poly paint 🎨 (vertex color). For low poly models not very good. Colors are bleeding or you need split each poly group as an extra step to avoid that. 🤔 I wonder if there is any other simple and faster way to create masks? Thanks a lot and keep rocking, cheers 🍻
I think this approach is a bit an overkill. I think you could simply go to highest subd level, press Polypaint to Texture (in texture palette) and export it as ID map.
i love you man.
Straight to the point but still in-depth. Thanks!
easy & straight bro
This is amazing, thank you so much
Awesome explanation
Thank you
useful 🥳
hi, I did exactly the highpoly file as you but I dont fill color for the low and when I bake the color ID map is grey, can you help me pls
Thanks a lot, I think they changed in a newer version on default to the material color I couldn't get what I was doing wrong.
hey it is alwyas necessary to have UVs for highpolys? to create IDs ? I mean , sometimes it is consuming time for complex character . for cilinder or primary shapes uv process it is simple and texel density is not too much a approach.. I like the way to have ID for using then and do not miss with mask and complex a nd consuming time thigs, but I have not a time machine . thx.
High Poly does not need UV, only the low poly does
@@MadPonyInteractive ok thx
I wanna really know what is the use of ID maps ?
Exactly, What they could add for a piece of mesh ?
They are used as selection areas for a texturing application like Substance Painter, similar to polygroups in ZBrush
Do you need to use Polypaint (Vertex Color) in order to make this color selection inside Painter? I was wondering, if a Polygroup Selection itself inside Zbrush, can't be used for the selection process inside Substance Painter? Do Zbrush Polygroups not work for the selection process inside Substance Painter?
Not unless you fill them with a color.
@@MadPonyInteractive hmm.. so you need poly paint 🎨 (vertex color). For low poly models not very good. Colors are bleeding or you need split each poly group as an extra step to avoid that. 🤔
I wonder if there is any other simple and faster way to create masks?
Thanks a lot and keep rocking, cheers 🍻
@@bernhard.rieder yes indeed the bleed is awful, it gets better with high poly though.
I think this approach is a bit an overkill. I think you could simply go to highest subd level, press Polypaint to Texture (in texture palette) and export it as ID map.