Contributor Malo Posted February 19, 2016 Contributor Report Share Posted February 19, 2016 Hello at all. Little question. As the Tipoc says, is there a way to work in the Retopo Room with a non Square uvspace. As far as i see there is only 512x512, 1024x1024 or something like this. But how could i use 512x1024 or 1024x2048 ? Yes, after baking i could change the Resolution, but that bring only some disortions. I have to redo the UVs in the UV Room. But then i lost my Normalmap, if i use something different then UVPack2. Any ideas? Chees Malo. Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted February 19, 2016 Reputable Contributor Report Share Posted February 19, 2016 (edited) Your question got me curious... The easy way will bake to the paint room but distorts your uv islands upon baking but the normal map will be correct and textures apply ok. The other way will give you non-distorted uv-islands but more work is involved and you would have to be the judge of it usefulness. Pm if you are curious though and if you think the answers are worth posting, I will put them here... Maybe a skype session would be the fastest way.. The attached image shows the second way... Edited February 19, 2016 by digman 1 Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted February 19, 2016 Contributor Report Share Posted February 19, 2016 Would it show seams? Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted February 19, 2016 Reputable Contributor Report Share Posted February 19, 2016 Not in my limited testing, there were no visible seams... Quote Link to comment Share on other sites More sharing options...
Contributor Malo Posted February 21, 2016 Author Contributor Report Share Posted February 21, 2016 (edited) Thanks for the reply. To be clear, i have done that with a better model as a simple sphere. Basic head with some details. Simple retopo with autopo. Easy UVs and seams with autoseams. I know, they looks ugly. My UVs My Baking options -> This is where i could choose the resoulution of my UV space the first time. That is too LATE My UVs after baking -> They are streched. Paint Room looks fine -> Yes Switched ti UV Room to fix that strechting. I did a new unwrap. After apply the new UV set i get this Visible seams and uvs are disorted. This sucks if you want to use a non square uv space. I know, i should not reunwrap the model because i get this result after that in the paint room. I should only use UVpack2 but that dont fix the stretching on the uv islands. And with that stretching, we are not able to work nicely on an external editor. We have to change the resolution, befor baking. What are your thoughts? How to work with non a Square UVSpace and avoid stretching. Edited February 21, 2016 by Malo Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted February 21, 2016 Reputable Contributor Report Share Posted February 21, 2016 (edited) I knew what you meant Malo. just did not want to post here as it is a workaround that works but maybe too much work... You have to be the judge on that one. Remember, I got curious to see if it was possible using 3DC, I found a way that is all. Here is the method. 1.Choose your non-square texture size. (you did this already) 2.Bake to the paint room. (This you have done too) 3.Retopo room. (not the uv room) re-unwrap the uv-islands to the now non-square uv set. This removes the stretching. 4. Export this model from the retopo room. 5.Manually delete the baked model from the paint room and the paint / normal map layers. 6. Delete the first retopo mesh and Re-import the exported model as your new retopo mesh. Yes the uv-islands will be stretched but baking will fix them. Note: 3DC does not recognize the non-square uv set when re-importing so the uv-islands get stretched but when you bake to the same size non-square uv set as you did at first, the uv-islands are no longer stretched in the non-square uv set. 7. Choose the same size non-square texture in the texture baking panel as you did at first. 8 Bake again to the paint room. The uv-islands are now no longer stretched and everything looks good with the non-square uv set. Attached image shows the final result.. A non-square uv set with no stretching of the uv islands plus the normal map being correctly baked. Third image shows correctly applied smart material in the paint room. Remember the above is only that I found a way, not that is practical... Edited February 21, 2016 by digman 1 Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted February 22, 2016 Reputable Contributor Report Share Posted February 22, 2016 (edited) This goes with the above post.. "We have to change the resolution, before baking." I could not figure out a way to do the above in your statement. The method in the above post gets the correct non-square uv set with no stretched uv islands plus the good baked normal map. Like the above post mentioned, I was curious even if 3DC could create non-square uv sets. I found a way but it is convoluted in it's application and you will have to judge if it is of any value to you. Andrew would need to add a feature where we can create non-square uv sets, unwrapping to them before baking... Edited February 22, 2016 by digman 1 Quote Link to comment Share on other sites More sharing options...
Contributor Malo Posted February 22, 2016 Author Contributor Report Share Posted February 22, 2016 Me too. I see no way to change the resolution befor baking. Yes, maybe Andrew should give us an option where we could use a non-square uvspace. Many thanks for your time. Quote Link to comment Share on other sites More sharing options...
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