Name | Description | HotKey |
---|---|---|
| Get Object From Paint Workspace | |
| Paint mesh->Subdivide->Sculpt mesh | |
| You may use this option to simplify Sculpt Object Baking if names of Retopo Objects correspond to Sculpt Object names. If you check the option each Retopo Object will be baked using only the Sculpt Object of same name and its children | |
| This command will bake changes in the Sculpt room object to the Paint Room object and update the paint layers in the process. Previous paint layers will be preserved (whenever possible) while newly baked maps will be assigned new layers. This command takes paint scene object as retopo mesh and bakes details and color form Sculpt scene to paint object. It allows to update normalmap and color layers related to volumes. Pay attention that painted areas on sculpt mesh will overwrite painted areas on the paint room object. So be careful to avoid losing data. | |
| Utilizar sólo las caras seleccionadas en todas las operaciones de fusionar/bakear | |
| Bake a mesh into the Paint Room that has the number of polygons specified | |
| This function will help find Retopo Objects that have corresponding Sculpt Objects. If there is any corresponding objects with similar names, the Retopo Object will bake only the details from the Sculpt Object with the same name | |
| Bake normals with dithering | |
| Baking Scan Settings | |
| This command will replace the currently visible Paint Room object(s) with visible Retopo Mesh | |
| Combinar objecto para pintar y proyectar mapas de normales en capa especial en modo por pixela. El desplazamiento no será proyectado. | |
| Combinar parche en lugar de pintado por-pixel | |
| Baking of displacement for per pixel painting may produce wrong result in some cases because per pixel painting works not well for deep displacement | |
| Bake model into scene using PTEX technology | |
| Bake only the outer “hull” of the Retopoed object into the Paint Room and Objects Panel for texturing using the Ptex method | |
| Combinar un parche en la escena. Esta operación requiere un mapeado UV. El parche será proyectada en la antigua malla y se mantendrá la estructura de la capa. | |
| Combinar un parche sin procesar en la escena. No se llevará a cabo la proyección. | |
| Esta herramienta le permite obtener proyecciones de color, especular, normal, y mapas de desplazamiento en mallas con total y diferente topología. La malla a proyectar sobre la textura puede tener varios materiales, que se traducirá en varias texturas exportadas. |