Steps:
- Maya
- before exporting your models, add more faces (polygons) if needed. If you had a high-resolution mesh that you wanted to bake out normal information, you would bring high-res mesh here.
- Lay down UV maps in UV editor. Rearrange the UV shells if needed.
- File > Export selection as OBJ or FBX.
- Substance Painter
- File > New > PBR – Metallic Roughness Alpha
- Document Resolution: 2048
- OK
- 2D 3D / 3D only view
- Rendering (Iray)
- Texture set list, Display settings, Shader settings, History
- Tools
- Assets > Library...
- Go to Texture set settings > Bake Mesh Maps
- Baking
- Out Size: 2048
- Dilation width: 128
- Ambient Occlusion – Secondary Rays: 256, Ignore Backface: Always
- Curvature - Secondary Rays: 256
- Thickness - Secondary Rays: 256
- Bake Selected textures
- All libraries
- Materials, Smart materials, Smart masks, Filters, Brushes, Alphas, Textures, Environments,
- Layers
- Add Effect, Add Mask, Add layer, Add fill layer, Add preset layer, Add group,
- White mask, Black mask: Black mask blocks its layer revealing the layer beneath. White mask does the opposite.
- Fill layers may be added to the Smart mask folder. I.e.) Add a Fill layer > Properties > Uncheck all but roughness
- Mask editors: icons appeared below the mask
- Tools
- Properties > Materials > colors, height, rough, metal...
- Applying materials in Maya
- Color > File Attributes - Color Space: Raw
- Geometry – Bump Mapping > Bump2d > 2d Bump Attributes > Use As: Tangent Space Normal.
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