In order to do this, we need to assign vertex colors to the parts. The last thing we gotta do is bake our material ID map. Then to fix the transparent background, just add in a new layer > set the color to gray > then go to edit and click on fill. Then let's copy our blue channel > CTRL + I to invert > then set the blending mode to screen. Then do the same for the red layer except the angle should be set to 0. Then click on the green layer > go to filter > stylize > emboss > then set the angle to 90 and pixel height to 3. We can label them so we know which is which. Then do the same thing for our red layer. Click on channels > then our green layer > CTRL + A to select all > CTRL + C to copy > go back to our layers and then CTRL + V to paste. I couldn't fix the curvature map in XNormal but that's okay because we can just derive one from our normal map using Photopea (or Photoshop/GIMP if you have it). Now that we know it's clean, we can bump up the resolution and bake our ambient occlusion and curvature maps.Īfter about an hour and a half, everything should be good to go except now it's our curvature map that has baking errors. Now go to the low definition meshes, right-click > browse external cage file > then import your cage mesh.Ĭlick on generate maps, and we should have a clean normal map. Once everything's good to go, you can go ahead and export. Put in the suffix and replace it with something like "cage". ![]() As a bonus tip, you can select all the cage meshes and press CTRL + F2 to batch rename them. The goal here is to scale them just enough to cover both the high poly and the low poly. Go into edit mode, switch to face selection mode, and then press ALT + S to scale them along their normals. Make sure only the "cage" layer is selectable. All we need to do is duplicate our low poly and to keep things clean I'll move it to a new layer called "cage". That's because we need to have a cage for our bakes. Pretty straightforward except the normal map will have a ton of baking errors. Now that they're loaded in, click on baking options, choose the output folder, click on normal map, then click on generate maps. To bake these inside XNormal, click on "high definition meshes" > right-click > add meshes > then select your high poly. Once that's done, export the low and high poly meshes as objs. The goal here is to make sure that nothing's overlapping, just select the parts and scale them until they don't overlap anymore. Switch your transform pivot point to 3D cursor, and then scale. Just go to search, type in pivot > and click on locations only. To have a cleaner bake, we need to explode the mesh. ![]() ![]() ![]() Inside Blender, we have our low poly and high poly meshes split into parts with each part sharing the same origin points. I prefer Marmoset Toolbag because it's way faster and much easier to use but we're going with XNormal because it's free. That means we're going to need to rely on external bakers for our maps. The thing is, Quixel Mixer doesn't have a built-in baker yet unlike Substance 3D Painter and Designer. Based on the inputs here, we're going to need a normal, ambient occlusion, curvature, and material ID map. To import our baked maps, click on "edit texture sets". To import your mesh, just click on this drop-down list > ”custom model", then click on your mesh. The projects on the left are basically just folders to help keep your assets organized. When you first open up Quixel Mixer, you'll see the project manager pop up.
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