Most importantly I would like to use anything I want as parameters for a modifier. Say, I want to use a bend modifier to tweak an FFD modifier.
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Just as the title says. I'm asking this in theory. I plan on trying it when I get home later on. I'm not a total beginner in Maya, but I use it mostly for sculpting.After watching a couple of videos online I see there's a nice '3D Painting' tool to brush on textures once a material is assigned. I also watched some videos on the 'Auto UV Unwrap' tool where you select your seams and let it do its thing. Pretty neat.So I'm wondering if once my sculpt is done, I can use the 3D Painting tool to give it textures/material and then just auto unwrap the whole thing to eventually get my normal maps?. Well, I've dabbled in both Substance Painter and Designer, but am learning.
I used Maya a little in high school for animation, picked it back up about a year or 2 ago and have used it strictly for modeling stuff. It replaced MeshMixer for me when I started to model things I wouldn't be 3D printing. I also prefer modeling in Maya over Blender any day haha.
I think I will definitely dive back into Substance Painter though. My end goal is to get all of this into Unity and hooked up.
I have no time frame, taking as long as I need to in order to learn this properly. Thanks for the insight!.
I'm not sure if I get you. Painting and then unwrapping seems backwards? Without UVs, where would the painted information even sit? Since you mentioned sculpting, well high poly models can store information in vertex colours.
If that's where the painted information is sitting, then you should be able to bake this out into a texture later after you do your UVs.If you mean from a high poly to a low poly - well you can quite literally bake anything.I mostly rely on substance for all my baking needs though, so I'm unsure of the amount of baking options available for Maya specifically.
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