Getting started

This will go over creating a Baker, a Brush, baking the textures and exporting them. I'm using the Unity standard assets from here.

Baker

Add the Baker component to the root of the GameObject you want to paint.


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A BakerMaterial is needed for any Material you'll be working with. These direct the Baker on how to treat the Material's textures. Click Create BakerMaterial to automatically create one.


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Note that for a Renderer the Material list is basically a submesh list. Each Material is used to render that specific submesh.

Targets

Select the submeshes you want to paint to. It's ideal that you give each one a unique name.


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Click Hide to toggle submesh visibility so you know what it is.
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Since the snowboard mesh on Ethan's back uses a different set of textures you must mark it with a different Baker Set.


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Outputs

Select Outputs in the toolbar.


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Since I want to paint to the Diffuse, Normal, and Metal map, I'll click Add Output 3 times, for both Baker Sets. Most things will be set up automatically though I'm going to set the Default texture size to 2048. For more info on Outputs click here.
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Brushes

Select Brushes in the toolbar.


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Click the Default button to create a brush with the default set up. Then click Select Brush.

Brush

You'll see a list of all paintable submeshes. I just want this Brush to paint to the Skin submesh.
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Textures

Click Textures. The Brush can get textures from multiple sources, typically the BrushTextures component. I clicked Add Texture three times, and input a Diffuse, Normal, and Metal zombie texture.


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Before tweaking any settings, let's position the Brush. Think of it as a projector, painting in the direction it's aiming. The x and y scale is the size, z scale is the distance it will reach.
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Now that it's in position, click Bake to preview. Click Revert to reset all textures and materials.


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The hard straight edges look unnatural, so we will add a mask.

Mask

You can use a texture or you can create a MaskSet from an .abr file (Photoshop) or .gbr files (Gimp). I got some Gimp brushes from here, and put them in a folder any where in the project. On the Unity toolbar select Texture Smith/Create/Mask From Brushes and create a set.


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Now select the Brush and the Mask toolbar. Set Mask Set to the created set, and select one.


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Export

Select the Baker and the Settings toolbar. Click ... and set a folder to export to. Then click Export.


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