Member Sub-Zero Posted December 4, 2014 Member Report Share Posted December 4, 2014 I made a high-poly mesh, having vertex color data (I painted it in Paint Room, while in surface mode).How can I create a texture map (without a retopologization and an additional rework) and transfer vertex color to it? (Then save it)Also, can I export the mesh to some file format, not losing the vertex color data? Quote Link to comment Share on other sites More sharing options...
Contributor TimmyZDesign Posted December 6, 2014 Contributor Report Share Posted December 6, 2014 Export model as .ply In some software that format is supported for displaying vertex color data. Quote Link to comment Share on other sites More sharing options...
Contributor TimmyZDesign Posted December 6, 2014 Contributor Report Share Posted December 6, 2014 I just tested .ply and it works! Here is the proof: In 3D-Coat, a vertex painted model: In Blender the .ply format is supported. Here is the model with vertex paint showing up as texture in the viewport. Quote Link to comment Share on other sites More sharing options...
Member Sub-Zero Posted December 6, 2014 Author Member Report Share Posted December 6, 2014 Yes, I just did it for 3ds max. I downloaded ply-importer from here http://www.guruware.at/main/ and it works. Colored model appears in 3ds max. Thanks. But what about transferring vertex color to texture map? Is it possible? Baking or something like that? Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted December 6, 2014 Reputable Contributor Report Share Posted December 6, 2014 Here is a video specifically covering this topic: Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted December 6, 2014 Reputable Contributor Report Share Posted December 6, 2014 Yes, I just did it for 3ds max. I downloaded ply-importer from here http://www.guruware.at/main/ and it works. Colored model appears in 3ds max. Thanks. But what about transferring vertex color to texture map? Is it possible? Baking or something like that? By the way, unless you create a UV map, you have nothing to transfer it to. I understand the UV process is a bore, but it's a necessary evil to apply texture maps. Just think of how the military uses maps with coordinates on them, in order to navigate during their planning and execution of a mission. Same sort of concept with Texture maps. The application/render doesn't know where to place the pixels without UV coordinates. No UV's = No Texture Map. Ptex lets you bypass the UV layout process because it does it for you...but in a visually non-coherent fashion. It looks right on the 3D model, but on the 2D image map...it looks like app threw up. It's still using UV coordinates, though. Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted December 6, 2014 Reputable Contributor Report Share Posted December 6, 2014 You need to bake the Vertex color info onto a lower poly mesh with UV's (or Ptex, if you prefer). ...if you want it applied to texture maps. Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted December 6, 2014 Reputable Contributor Report Share Posted December 6, 2014 This might help explain it a bit: Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted December 6, 2014 Reputable Contributor Report Share Posted December 6, 2014 By the way, the later portions of the "Intro to 3D Coat" series covers Auto-Retopo/Retopo > Texture baking/Merging to the Paint Room. That might help walk you through the process you need to bake everything down to a low poly mesh with UV Texture maps Quote Link to comment Share on other sites More sharing options...
Member Sub-Zero Posted December 17, 2014 Author Member Report Share Posted December 17, 2014 (edited) Ptex lets you bypass the UV layout process because it does it for you...but in a visually non-coherent fashion. It looks right on the 3D model, but on the 2D image map...it looks like app threw up. It's still using UV coordinates, though. Does Ptex export UV coordinates correctly? Can I read the texture in an another 3d application? Which format is better to use? Can I edit the model in surface mode, while painting in Ptex, or not? Edited December 17, 2014 by Sub-Zero Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted December 17, 2014 Reputable Contributor Report Share Posted December 17, 2014 Does Ptex export UV coordinates correctly? Can I read the texture in an another 3d application? Which format is better to use? Can I edit the model in surface mode, while painting in Ptex, or not? Ptex is applying an image map to to your model, and requires quads to work properly, so most of the time, you're better off applying UV's to a low poly version of your model. UV's in 3D Coat take a lot of the hassle out of UV's and I haven't seen a single UV toolset that is any faster than 3D Coat. I never do my UV's in 3ds Max anymore, because of this. Then you have the new Global Uniform unfolding that can make a bad UV layout look right. It's much better than ABF++. You can export Ptex work out like you would any UV's and it is supposed to work with any render. But once more, all the polygons are packed into the UV space in a visually non-coherent fashion. They are still UV coordinates, though. Run a test on a simple model (Splash Screen > Ptex), export it to your 3D app and try to render it out. Quote Link to comment Share on other sites More sharing options...
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