
Useful for creating color variants without generating duplicate objects. Up to 10 layer sets can be assigned to a single object.
#Maya greyscale colorset full#
Each paletted surface component can only belong to a single mask.Ī full set of layers on the object, which includes at least one layer, and possible material channels and/or overlays.Ī parallel layer stack. Useful for adding subtle color variance and detail to paletted layers.Īn area of object surface covered by a layer. Useful for palette swaps in the game engine.Ī layer that is exported as four separate UV channels. SX Tools uses color sets as layers, and composites them with a custom shader.Ī layer that is exported only as an alpha channel. The proposed workflow for this toolbox is designed to side-step many of those mentioned complexities. However these meshes are still fairly complex to manage when skinning, rigging etc. In other common art pipelines a model is sculpted without concern to poly counts, then baked to normal maps that are applied to a re-topo mesh. The metallic/smoothness model used in Unity's standard PBR material is adopted by default. Instead of beveling edges, subdiv creasing should be used whenever possible.Īnother goal for SX Tools is to combine the simplicity of low-poly modeling with a physically based rendering workflow. This keeps the source art lightweight, easy to edit, and avoids the hassle involved with texturing. All modeling effort and vertex painting work is performed on the control cage.

The development is focused on a workflow where almost the entire modeling work is to create a simple, elegant control cage that is subdivided as the final export step. The toolbox is developed to allow 3D artists to create simple and stylized visuals that side-step the "low-poly, limited palette" retro look that is common to many indie titles. The tool will display pop-ups to encourage this. Undo still works, but no history nodes are generated. To avoid most hazards, simply disable construction history when using this tool. Delete and disable construction history ->Ĭhanging the topology of your model while coloring and creasing is probably fine, but the limitations of not having construction history apply.
