New Member Michael Milano Posted August 15, 2014 New Member Report Share Posted August 15, 2014 Hello, I am new to 3D Coat but really like its retopo tools. Is is possible to import a reference mesh and show its vertex colors (for baking out a diffuse map)? Thank you for your help! Best, mike Quote Link to comment Share on other sites More sharing options...
Carlosan Posted August 15, 2014 Report Share Posted August 15, 2014 Reference mesh can be imported to retopologize big objects made in other 3D modeling tools. They can contain reference to textures. In this case objects will be colored; color will be used in baking and merging into scene. Quote Link to comment Share on other sites More sharing options...
New Member Michael Milano Posted August 16, 2014 Author New Member Report Share Posted August 16, 2014 carlosan, thank you for the reply. What I am trying to do is to load up the Reference mesh (decimated model from ZBrush with polypaint data) to load into 3D Coat with vertex colors for baking. Then to bake that into texture on the retopologized, UVed model. I cannot figure out how to get the Reference mesh to load with it's vertex colors, thank you for your help. Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted August 16, 2014 Reputable Contributor Report Share Posted August 16, 2014 I don't know if Vertex Color from a ZB model will import with that color, in the Voxel Room, but importing to the Voxel Room, in Surface mode, it always the better way to go. The Reference Mesh option is pretty much outdated. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted August 16, 2014 Report Share Posted August 16, 2014 3DCoat will read polypaint information. To convert the vertex paint to an uv texture retopology is mandatory. At Voxel (Sculpt) room, switch the layer to surface mode which is true polygons. When import select merge without voxelizing -voxel is dynamesh equivalent mode, but cant be polypainted- Make your low model at retopo room, and then bake (merge) the imported polypainted object over the low object to go to Paint Room In order to have a texture map, you need UV coordinates (UV map). In order to get a UV Map, you will likely want to use a lower poly version of your model, to apply UV seams > Unwrap. That's where the Retopology tools (including Auto-Retopo) come into play. So you have a more manageable version to work with and bake all your texture maps onto. The last few videos in the "Intro to 3D Coat" series (3DC Youtube channel) covers the texture baking options in some detail. You may want to name your Vertex Color paint layers, using a "Vox" prefix or suffix so they are easily distinguished from the layers that will be created when you merge (baking process) from the Retopo Room to the Paint room. Quote Link to comment Share on other sites More sharing options...
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