fbx format is OK? Also, I can send you a version with 1 material assigned only ( so that in SP you only get 1 texture set) and another version with color textures assigned by material ID if that is helpful to you. Please advise where I can send it to your attention. Is there a fix for this or am I missing some new setting for the new baker in 8.3? I did watch the video for the new baker window and everything elses works fine for me. This happens for each of 4 different meshes I have tested so far. Obviously, this creates a mess of the color map ID. It appears that the new baker engine in 8.3 is creating a shadow (from ambient occlusion information, maybe?) of 1 color on top of any color that would be below it (i.e., occluded by it). fbx and then import into Substance painter as the 'high poly mesh' when baking the ID map.
The issue started for me with version 8.3.įYI, my ususal process (which has worked perfectly until version 8.3) is to create a material with different diffuse colors assigned to each material ID for the mesh in 3ds max and then export that color ID mesh via. I have not had any probelm baking ID maps from material color in any previous version of Substance Painter. When baking ID maps in version 8.3 (Windows 10) there is now a 'shadow' of 1 color produced over another color.