You wanna rendermap it. The gist of it is:

1. Set your renderer to mentalray if it isn't already.
2. Select your mesh with UVs, give it a Constant material. In it, get a
Color Map Lookup node and pick your weightmap from the list. Hook it up to
the color or however you wish to use it.
3. In the rendertree, get an go to Get, Property->RenderMap.
4. Tell it where to save, what resolution and format. Also change
"Map" to *"Surface
color only (albedo)"*
5. Click "Regenerate Maps..." up top. If nothing errored, go look for your
image.

If you wanna play with the colors, you could hook the lookup node to a
simple mixer's weight and blend between two colors of your choice. (You
could for instance use Red and Green then extract the channels to get two
maps out of your one map.)



On Tue, Sep 3, 2013 at 4:51 PM, Chris Covelli <ch...@polygonpusherinc.com>wrote:

> Is there a way to generate a texture map from a weight map, based on the
> uvs?
>
> This would be sort of similar to the way Zbrush works in that you paint on
> the model, then the program fits the image to your uvs when you generate
> the map?
>
> Thanks!
>
>
> Chris Covelli
> http://www.polygonpusherinc.com/
> http://exocortex.com/products/species
> TurboSquid 
> Models<http://www.turbosquid.com/Search/Artists/Polygon-Pusher?referral=Polygon-Pusher>
>

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