Advanced Member wilson66 Posted August 29, 2014 Advanced Member Report Share Posted August 29, 2014 (edited) I'm evaluating the workflows in 3DCoat and how to use them for my purposes (texturing mainly of 3d animated characters). I like it a lot to work in 3DCoat, created a highres character using the surface tools, retopologized it, and painted textures for the new lowres mesh after baking the normal and occlusion maps. Everything is working great, but I have a question concerning workflow. I already tried to create a retopology mesh, then go back to the Sculpt tab and add additional details to the character, adjust the retopology and bake out the maps again. So far it works. But what happens when I want to add additional details in Sculpt mode AFTER I have already painted textures for the retopology lowres mesh? The UV layout changes, can I transfer/ bake the textures I already created to that new UV layout so I only need to paint the details I added afterwards? How? EDIT: I see that it works using the Retopo Room -> Bake -> Bake Texture tool, it seems to be an obsolete tool though. Is there a better way? Preserving the paint layers from the Paint Room won't be possible either way, right? Edited August 29, 2014 by wilson66 Quote Link to comment Share on other sites More sharing options...
Carlosan Posted August 29, 2014 Report Share Posted August 29, 2014 2 method i was using -------------------------- new project paint Room import model for ppp = your old painted model retopo room Retopo > import = your new retopo lowres mesh Bake -------------------------- Old method -deprecated- retopo room Bake > bake texture Quote Link to comment Share on other sites More sharing options...
Advanced Member wilson66 Posted August 29, 2014 Author Advanced Member Report Share Posted August 29, 2014 Thanks carlosan, that worked. I always seem to get these kind of grey, square artifacts in the baked color map though: You would think that this is due to too low baking scan settings. I am able to reduce them by increasing the 'Scan Depth outside the Object' setting in the baking menu, but although there is more than enough room between the object and the outer shell (no interpenetration happening), I am unable to eliminate those artifacts completely. Adjusting the 'Snapping Method' in the baking menu ('snap to closest along normal' or 'snap to outer surface') makes no visible difference. Any hints? Quote Link to comment Share on other sites More sharing options...
Carlosan Posted August 29, 2014 Report Share Posted August 29, 2014 hmmmm nope... just to test try 0.5 0.5 adding spheres of influence in grey zones and remember to hide the old object in paint room after bake Quote Link to comment Share on other sites More sharing options...
Advanced Member wilson66 Posted August 29, 2014 Author Advanced Member Report Share Posted August 29, 2014 (edited) and remember to hide the old object in paint room after bake I will test again, thanks. And the old object is hidden in the paint room of course, the grey areas are not the second object poking through, but actually pixels baked into the texture. EDIT: Everything works OK now. I adjusted the scan settings to high values (inside/ outside object 10 / 10), and the artifacts have disappeared. I'm very pleased how all this works out! Thanks again for your help. Edited August 29, 2014 by wilson66 Quote Link to comment Share on other sites More sharing options...
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