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Bake normal map to multi UV set OBJ


tokikake
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Hi, I hope to add detail normal map for daz genesis3 figures by 3d coat. Then I already learn how to make and adjust normal map in paint room , then export as normal map.but I hope sculpt mesh in sculpt room (as voxel or sruface mode), then bake normal in to low-poly paint room mesh too.

1 I have sculpted mesh,  in retopo room already. the mesh have some sculpt object parts. then I set hidden about object parts which I do not sculpt. . 

2 I have low poly mesh in paint room to  paint (and bake) maps,,, it consist of 8 UVsets materials (1 paint object) too..

I hope to bake the normal of sculpted mesh  to the low poly mesh of paint room then make normal map for low poly mesh. 

 

I know there is Retopo room, I only set visible mesh about UVset which I hope to bake normal map in paint room,  

but when I set option Retopo>Use visual mesh as retopo object, it seems load all mesh as new Retopo mesh.  and there seems no way to divide each mesh as UV sets.

then when I bake normal,, it offer new layer, as new UV sets (it merge all UV set as one).

Is there correct way,, without import same obj again and again,, but simply bake sculpted normal (in sculpt room) on to the low poly mesh in paint room wih multi UV sets?

.

 

 

sculptroom.PNG

paintroom.PNG

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I add pic which show current retopo room,,, I now clear retopo object once.

I hope to bake normal only about my sculpted area,, and make  normal map for each UV set which correspond to sculpted area,,,(1004 and 1006 UVsets sbout this mesh,,)

Can I do it from current 3d coat scene setting? 

 

Or do  I  need to divide each mesh for each UV set in another modeling tool,, then import each parts as new each Retopo object,

then bake normal one by one for each UV sets? 

retopo.PNG

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please someone teach me clear.   I think, 3d coat treat multi UVset as same as Surface group.

If I have 5 surface group in one mesh,, 3D coat seems make 5 UV set.  but  other 3d aprication  separate UV set and sruface group.

 

eg  I have three  eye parts which assigend individual surface group, (Pupils, Scarea, irises) but I can assgin them as one eye UVset (UV map).

but There seems no way, to keep three surface group, with 1 eye UV sets , when I import this mesh.

 If I hope to keep each eye surface group parts as group, I need to import mesh as individual obj group .

 

though I could manage this  way,,, in paint room.. but It seems different How 3d coat treat,, surface group, and UV set,,

about Each room..   then when I bake map,, it cause real  complex for me,,

 

Now  I import figure mesh as 8 uvset, = 8 sruface group for paint room, as 1 paint obj in paint room

My plan is really simple,, (because I need test,, untill to work detaill )

I hope to keep current UV set,, but add some detail in sculpt room with build brush for full body parts,

 then just bake normal only ,correspond to each UV sets.  then what  aproach work best for the purpose in 3d coat.

I arelady serch around 3d coat bake tool or retopo room, but most of them are not fit . 

 

I tried many options, between, retopo and sculpt room,, but after all,, when I try to bake normal,, to the mesh in paint room ,

it really messed up.. add too much layer, or gather all normal map as One UV map, which named differently.

then I usually have 8 UVset + 1 new UV set (gathered every UV set), or I have 8UV set + new generated 8UV set.

with many separated parts layer (correspond to Sculpted room )

 

why 3d coat do not  produce one Normal map layer,

with keep all UV set as same as before,, then show each new baked Normal for each UV set?  or there is good way to manage it? 

(of couser I think, there is,, but I can not find still)  

Edited by tokikake
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