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Ratchet

[Solved] Baking shaders problem

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The voxel sculpting is made of different voxel objects, each with it's own material.

3Dcoat.png

 

When baking into low poly model, there is material issues , i tried different outer and inner shell values, but it seems it's a bug with objects.

3Dcoat2.png

 

 

 

 

 

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If the images are what you want, they should all be booleaned together in one volume. An easy job with right click>Merge Visible. In Retopo, make seams to separate for painting.

Edited by Tony Nemo

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14 hours ago, Tony Nemo said:

If the images are what you want, they should all be booleaned together in one volume. An easy job with right click>Merge Visible. In Retopo, make seams to separate for painting.

When you merge visible you loose each voxel object materials, the boolean object result have only one material.

I guess 3D coat has never been designed to bake Voxel materials and separate volumes.

 

3DCoat9.png

 

Edited by Ratchet

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This is the same issue when you import a model from Zbrush made of many objects and try to bake to one object, there is baking bugs.

 

3-Dcoat-Retopo.png

 

 

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This is the baking in Xnormal, the baking two high poly object to one low poly retopo does not have seams problems.

3D coat makes errors baking on objects jonction.

xnormal2.png

Edited by Ratchet

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This is why i use Xnormal to bake normal maps for multi objects.

Not sure lot of people use 3D coat for complex baking otherwise this bug would have already been posted.

 

 

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Reported, thank you for notifying.

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Bake test following Andrew suggestion:

 

bake.jpg

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