From the course: Unreal: Substance Designer Workflow
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Baking IDs
- [Instructor] Okay, so now we've baked a curvature map and an ambient occlusion map, and now we're going to bake out our object IDs. So I'm going to open up the altar again, just so we can see it in our little view port. Here we go. And I'm going to right-click under Bake model information here. Okay, so now we want to go back up to the upper left corner of this UI window, and we want to say select by sub-mesh. Okay, so what we're going to do here is now we can separate the different object groups into different colors, which will then bake out basically, like, a mask image file that we can use for different material blending. And so what I want to do here is we have, I think there are six different groups that this is broken out into. And I already have a plan of how I want to break these out, so we're just going to follow my plan, and then we are going to assign different colors. So we have the object frame here, which is going to be blue, so I am going to set that to 255 blue and…
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Contents
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Import model3m 12s
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(Locked)
Bake model information overview4m
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(Locked)
Baking AO3m 30s
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(Locked)
Baking curvature2m 29s
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(Locked)
Baking IDs5m 4s
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(Locked)
Viewing material6m 42s
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(Locked)
Stone material7m 56s
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(Locked)
Gold marerial9m 33s
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(Locked)
Copper material3m 41s
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(Locked)
Combining materials with ID mask5m 7s
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(Locked)
Map overview3m 7s
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