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> >> > >