So, like the title says, I need to know, step by step, how to create a Color ID Map from within Maya LT and export it so I can import it into something like Substance Designer/Painter.
I've tried all over Google, but my searches are failing me. It seems like this should be a very easy process, but sadly I am unable to figure it out on my own.
Thank you all very much for your time.
Solved! Go to Solution.
This is likely done with the Vertex Color tool:
Let me know if you find what you need.
Thanks,
Remi
It looks promising. But how do you bake it out then? What settings in Turtle, etc...
Hi,
The process for creating the ID map will start in Maya LT, but you will actually bake the ID map in Substance Designer or Painter. You could use Turtle or Transfer Maps to bake an ID map, but it would be more involved than doing it in Subtance Designer or Painter.
To start, you will need to create the IDs in LT. All you need to do is create materials and apply it to the mesh. I use a lambert material. You can select faces and assign the material or assign it to polygon shells. You will then want to name the material and give it a color. You can actually change the color in Substance Designer, but I find setting the color in LT is good for visualizing on wear you materials will be placed on the mesh. Also, its very easy to change materials in LT and thus quickly try out new configurations.
Once you have the materials assigned, you then export the FBX and import this into Substance Designer. In Designer, you can right-click the mesh and choose Bake Model Information. Next, you will choose the "Convert UV to SVG" baker and set the Color Mode to Material ID. On the left side of the baker window, you will see the FBX nodes and the material IDs you set in LT. You can click on the color box to change the color if you like. When you bake, the material ID color will fill the UV shell that is associated with the material ID using the color in the color box.
Please let me know if you have any problems.
Cheers,
Wes
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