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Bake Double-Sided


alvordr
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I was doing some experimentation on a model I'm working on for a project.  I decided not to do my normal shell retopo for some pants I was doing and then baked it out.  It worked fine not being a shell, except that if you look at the inside of the mesh in the Paint Room, it culls the backside of the resulting texture/mesh.  Is this just visual, or is there a way to bake double-sided texturing?

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The reason I need it is that I do game art, so there are times when you want a paper thin model that doesn't require twice the amount of polygons, simply because it has to be shelled.  I can, for example, make a flag that is made from a plane in another app, texture it and make it have a double-sided texture.  I can do this in other apps, but not 3D Coat, as far as I can tell.  For example, I can save a material out from 3ds Max that is double-sided or single-sided along with the .fbx.  If I then import it into UDK, for example, then it will import culled or as a double-sided texture to match.  While I could still make it double-sided in UDK without 3D Coat or 3ds Max, it's simply a faster workflow.  I'm just wondering if it's possible in 3D Coat.  

 

Regardless, why would you want to render a flag that is made from a plane, rather than a shell, where only one side will render in 3D Coat?  Let's assume you wanted to quickly show a prototype render straight from 3D Coat, rather than having to bake out and export the model to do this in another app.

Edited by alvordr
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Let's look at this another way.  Let's say you finished a character that has a cape.  You want the cape to be paper thin, as a cape likely would be, so you don't model it as a shell, thereby saving this character in as low a polygon count as necessary for the game engine it will appear.  However, you want to paint it with white on the inside and red on the outside, or at least to be able to render it in the Render Room, where both sides of the cape are visible.  I don't see a way to do this, as currently, it appears that you have to shell it.

 

Being able to do this saves both time and polygons.  I know AbnRanger has asked for a shell / thickness tool in the Retopo room.  That solves both time and work for areas where we need a shell.  My question addresses areas where that isn't desired.  As it stands, we work harder by having to shell everything or carry things over to another app.  I'm OK with this, but wondered if I missed some gem in 3D Coat.

Edited by alvordr
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Either to have different textures on either side or to at least not have the program cull the backside of polygons.  This isn't new stuff to the 3D world, so I'm left wondering why there doesn't appear to be a feature like this in 3D Coat.

VIEW > Backface Culling. This video was done before Backface Culling toggle was added, and you can see that the objects are single planes...no thickness. And you can see the texture on both sides:

 

Edited by AbnRanger
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