Hey thanks guys!  This sounds like a good solution.

Chris Covelli
http://www.polygonpusherinc.com/
http://exocortex.com/products/species
TurboSquid 
Models<http://www.turbosquid.com/Search/Artists/Polygon-Pusher?referral=Polygon-Pusher>


On Tue, Sep 3, 2013 at 4:58 PM, Alan Fregtman <alan.fregt...@gmail.com>wrote:

> 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>
>>
>
>

Reply via email to