Hello everyone! I’m a game artist using Blender and I’m new around here, but I’m trying out ArmorPaint as I’m trying to set up a full opensource pipeline for production, and so far I’m deeply in love with this software. Although I’m a bit disturbed by how the baking is working on the software.
How is it working exactly? From what I understood, you have to have the same UVs on the highpoly and the lowpoly? When you sculpt the model, it’s a bit difficult to achieve that cleanly. I’m then using a super subdivided copy of the lowpoly and shrinkwrapping it on the highpoly but I loose resolution and it’s not the best. Or am I missing something, maybe?
So far, I’m baking the maps on xNormals or Blender and import the textures directly in my shaders, because I haven’t found how to do it properly on ArmorPaint yet. Is there any documentation or tutorial around?
Big thanks to everyone, I’m excited to try out and use this software more!