sitehydro.blogg.se

3d coat auto retopo chain
3d coat auto retopo chain











3d coat auto retopo chain 3d coat auto retopo chain

so to report it (or I might miss use still) Can you test this scene, and tell me reason where is wrong, when I bake normal map (only bake normal), generated normal map not contain any sculpt depth? I think I get one problem, if I activate "treat material as retopo groups" when I import UDIM tile mesh. I have tested and all appears to work correctly. Should work fine, your are not adjusting your uv set but just combining all the retopo groups to one and updating the paint mesh in the paint room to reflect what you just have done in the retopo room. I would suggest testing on some simple models to be sure all works as intended. Now in the Paint Room, You will have One Paint Object, One Surface Material and one Uv set and your texturing remains intact but now is only one surface material.Įxporting you no longer get have more than one material written into the fbx or obj file. It is non destructive, your paint layers will be kept. Next Use the Feature under the Bake Menu- "Update Paint Mesh with Retopo Mesh". Delete the now un-used Retopo groups or as they are called now Poly-groups. Move all your retopo groups to one retopo group. Once completely done texturing, saving your 3DC file first as always, return to the Retopo Room. Easier because you have several surface materials to work with. Once you have baked to the paint room and you have several surface materials, One paint object, One UV set.ĭo all your texturing. Would this work for you? Remember I am only trying to help, so if I have misunderstood, I am sorry about that. though it may work, but it seems lost meaning to devide as 3 material groups in retopo room. I suppose I may need to gather all 3 retopo groups (after all) as one, but use 3 UV sets for each material part, then name the merged retopo groups as same as merged sclupt layer, then bake. Do 3d coat have option which devide merged sculpt layer as same as before (return merged one as separated one which when I pick retopo groups to almost perfectly fit them? Or Is there good way after merge multi sculpt layers (which clear devided to fit each retopo objects but the geometry is not clear devided (organic shape) then sculpt merged one layer, and return to each sculpt layer as same as before, without edit retopo mesh? (for this case I really do not hope to change retopo mesh, just keep it as same as before, only sculpt detail in sculpt room, and bake it. how you mange these case? (it is question of this work-flow)

3d coat auto retopo chain

Though I can guess work, but I do not think I can clean devide merged mesh to return 3 sculpt layer parts as same as before. (if I retopo for sculpt mesh it not matter, I just devide merged mesh as 3 part manually as I plan)īut about this case, I already have 3 retopo groups and UV sets, so, I need to devide connected one sculpt layer to perfectly fit for each retopo groups. The problem is, the way to clean devide them as same as before. Legs as 3 sculpt layer again, ( set same name for each sculpt layer as each retopo groups). After sculpt tatoo for merged layer, if I can devide it, to Hip, Arms. then can sculpt clean tatoo, as one connected mesh without show border. Hip, Arms, Legs.ģ If I only sculpt for each sculpt layer voxel (or poligon) one by one, it is not matter, but after all to sculpt as connected mesh, (eg sculpt tatoo for all body as connected, I may need to merge sculpt layer. . then 3d coat generate sculpt layers as retopo groups. they are separated by materials (at same time all 3 mesh are connected like animal or human material parts, not separated meshes)Ģ I pick each retopo groups as sculpt layer one by one, by use retopo mesh as sculpt mesh. I still have question for retopo groups which devided by material then how I sculpt and bake. If you have more retopo objects than you have sculpt objects, then how can name correspondance work ? (if you give each retopo object a distinct name, they won't match with a sculpt object) Carlosan, as I explained just now, this was just theoretical :













3d coat auto retopo chain