Member Kenso Posted February 6, 2019 Member Report Share Posted February 6, 2019 Hello! My steps to bake a normal map failed. 1.) Export the high poly example head from zbrush to 3dcoat with retopomeshimport 2.) go to retopo room and start retopo with symmetry 3.) retopo ready 4.) Make automatic unwrap (makes it when you ask 3dcoat, to bake the normal map) 5.) So there are some problem with the normal map , look. Why its so crizzly at the eyelid? And why i dont have an anbient oclusion map? Maybe its so crizzly on the eyelid, because i havent unwrapped it by myself and the UVs are bad? Greetings ;-) Quote Link to comment Share on other sites More sharing options...
Carlosan Posted February 6, 2019 Report Share Posted February 6, 2019 Hi Switch off View > Show voxels in Paint room Hope it help Quote Link to comment Share on other sites More sharing options...
Member Kenso Posted February 7, 2019 Author Member Report Share Posted February 7, 2019 Hello! Nothign happend when i switch off " Voxels in paint room". How could that affect the crizzly artefacts on the eyelid? Quote Link to comment Share on other sites More sharing options...
Carlosan Posted February 7, 2019 Report Share Posted February 7, 2019 Using another shader for bake help ? Quote Link to comment Share on other sites More sharing options...
Member Kenso Posted February 7, 2019 Author Member Report Share Posted February 7, 2019 Hello Carlosan! Could i maybe upload the file and you could see it by yourself in 3dcoat? Quote Link to comment Share on other sites More sharing options...
Member Kenso Posted February 7, 2019 Author Member Report Share Posted February 7, 2019 Could you try to bake the normal map? Maybe you could see the failure Carlosan. Thanks 3dcoat tut.3b Quote Link to comment Share on other sites More sharing options...
Carlosan Posted February 7, 2019 Report Share Posted February 7, 2019 Sure. I found a Hipoly model Imported on Paint Room, and half retopo Model with Virtual mode active but symmetry off. Please check this videos to see the correct steps to follow. Quote Link to comment Share on other sites More sharing options...
Member Kenso Posted February 7, 2019 Author Member Report Share Posted February 7, 2019 Thank you so much ;-) I will watch these Videos and follow them. I will write again after i tried the videos! Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted February 7, 2019 Contributor Report Share Posted February 7, 2019 Menus and GUI changes have taken place since these were made but the workflow is the same. Quote Link to comment Share on other sites More sharing options...
Member Kenso Posted February 7, 2019 Author Member Report Share Posted February 7, 2019 Hey, i have watched all videos and made everything like in the videos.. i have only artifacts on my retopo WITH normal map. I dont know whats wrong. Why on some place that artifacts. I makes me confused, because i dont know how to fix that. ( The uploaded file is the retopo with symmetry) and unwrapped. With baked maps, but its bad. carlosan.3b Quote Link to comment Share on other sites More sharing options...
Carlosan Posted February 8, 2019 Report Share Posted February 8, 2019 This might Help Quote Link to comment Share on other sites More sharing options...
Carlosan Posted February 8, 2019 Report Share Posted February 8, 2019 On 1/24/2016 at 12:20 PM, AbnRanger said: Couple small things to add to that...MERGE in the Sculpt Room has been renamed IMPORT, (per many users request). And, if you have no mesh in the Retopo Room, you can quickly bring a copy from the Paint Room by going to the RETOPO menu > Use Visible Objects in Paint Room. Depending on how significant the difference between the original version and the newly sculpted version, you will probably need to re-snap the Retopo mesh to fit the new changes in the Sculpt room. You can click the SNAP button for the whole model or use the Brush tool to lightly tap, nudge or stroke the local areas that need some adjustment. It will automatically snap the region under your brush as you make slight tweaks. If you have to make fairly large adjustments, you will want to turn Auto-Snapping off in the toolbar, to prevent from having to struggle against it as you make these large changes. That's also a good reason to bring the copy of the Paint room mesh into the Retopo Room before you start sculpting. If you have to do some significant reshaping, then there is a feature called CONFORM RETOPO MESH in the toolbar, that will adjust the retopo mesh as you make those large scale edits. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted February 8, 2019 Report Share Posted February 8, 2019 The Hi Poly model must be on Sculpt Room, not Paint room Kenso.zip Quote Link to comment Share on other sites More sharing options...
Carlosan Posted February 8, 2019 Report Share Posted February 8, 2019 Please check this serie Quote Link to comment Share on other sites More sharing options...
Member Kenso Posted February 10, 2019 Author Member Report Share Posted February 10, 2019 Hello how did you mean that, the high poly has to be on "Sculpt" mode? Quote Link to comment Share on other sites More sharing options...
Carlosan Posted February 10, 2019 Report Share Posted February 10, 2019 Yes, please this video to understand the common workflow used on 3DCoat. Hope it help. 1 Quote Link to comment Share on other sites More sharing options...
Member Kenso Posted February 10, 2019 Author Member Report Share Posted February 10, 2019 I will watch it ok, thanks! Quote Link to comment Share on other sites More sharing options...
Member Kenso Posted February 10, 2019 Author Member Report Share Posted February 10, 2019 I dont understand, why the hell, we have to import our HIGH Poly to "Sculpt" Window. Why not directly to Retopo? Its the logic, that i dont understand. Somebody know? Quote Link to comment Share on other sites More sharing options...
Member Kenso Posted February 11, 2019 Author Member Report Share Posted February 11, 2019 So i tried it as in the video. I tried to make the eyelid, but little same issue again. Is there anything that is wrong with the reopo?????? CARLOSAN3d.3b Quote Link to comment Share on other sites More sharing options...
Carlosan Posted February 11, 2019 Report Share Posted February 11, 2019 Before bake, you need to add seams and unwrap. Turn off Name correspondence for baking. For bake, Depth scan value are very high. * Bake > Baking Scan Settings Try this setting please. 1 Quote Link to comment Share on other sites More sharing options...
Carlosan Posted February 11, 2019 Report Share Posted February 11, 2019 Let us look on settings. The principle of baking is scanning along retopo mesh normal to get to the baked object surface. Happy baking guide. - 3D-Coat 1 Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted February 11, 2019 Reputable Contributor Report Share Posted February 11, 2019 Quote Check and double check retopo models for errors, My quote... I checked your retopo model in the first file you sent and it has problems. There are un-welded vetices on the symmetry line. Polygons are occluding each other in the ears Your uv seam layout on some uv islands are causing them to overlap on themselves. I fixed most of the problems to give you the idea that the retopo mesh is repairable. I would go over your entire model looking for errors. I exported the fixed model and used that as the retopo mesh for the last 3DC file you sent. Picture is of your model with a good normal map, baking cage set properly. I also cleaned out the paint room as there was just 2 polygons baked to the paint room in the last file you sent. There are a number of ways to retopo an object. As a reference mesh for just retopoing and no baking or importing the model into the sculpt room either in surface mode or voxel mode. That is the most common way if you are looking to bake a normal map. ----------------------------------------------------------------------------------------------------- Edit: I personally use importing into surface model for retopoing with no baking and baking for normal maps. One workflow for both instead of using the import reference mesh option that is available from the new menu. 1 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.