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How ajust retopo mesh temp sub-D for normal bake?


tokikake
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Hi sorry I think it should be simple , but do not know clear so hope someone confirm.

When render character I hope to set  2 level sub-D in blender (or any render tool witch have sub-D modifier) 

So ideally I  hope to bake high poli-gon mesh on to 2 level sub-D mesh.

I know paint room offer way to add temp-sub-divide. But I do not know clear if I import mesh to retopo room,

or import mesh from paint room to retopo room directly, how these temp sub-D will be used, when we bake maps 

from voxel (or high poli surface mesh) model.. can some one tell me how it work? 

1. I import mesh in paint room with set sub-D as 2 (temp sub-D then when export it return as base resolution)

2  use visual paint room mesh as retopo mesh. (I do not think, there is option to adjust sub-D)

3 bake normal from sculpt room to retopo mesh. 

Now it means 3d coat  bake normal(and circulate)  for sub-D 2 applied mesh?  or it bake normal for base resolution mesh?:unknw:

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To Carlosan, Yes I see 3d coat do not have sub-D or multi resolution modifier  , then for my case,, which resolution of retopo mesh, 3d coat use to bake?

I import mesh to paint room as x2 temp resolution. then use it as retopo model (paint room >> retopo room work flow) , when I see with wireframe,

the mesh seems smooth but not sub-D . so maybe I need to "sub-divide" in retopo room then bake texture?

Maybe most correct way is just import mesh as obj which already applied sub-D, count which I hope to render, in texture room.

But  I know, 3d coat can apply temp resolution when import mesh (as middle poligon I think)  then when export I can choose which obj to export.

we usually edit mesh to fit voxel (baking soruce) mesh,  in retopo room, even though I use import mesh as retopo mesh.

And it is not matter if I start to make character in 3d coat ,then re-topo and export mesh (base resolution) and apply bone, weight map etc in another map. I just need to use exported from 3d coat. then use texture witch baked for  sub-D mesh which I hope to use.

But when character mesh (with bone weight map etc) are made in other app  , then  plan to make detail map .  And we usually apply -sub-D for final render.   So clear  procedure need when generate maps , for character.

Ideally I hope to choose resolution when baking in retopo room,,,  (as same as we can apply temp resolultion in texture room) but  not corrupt mesh (vertex count, and order) so that I can still use edit mesh as morph of character.

I suprised because 3d coat usually keep vertex order and vertex dount, even though I separate mesh in retopo room and edit,, then merge layers again,,(maybe I keep island and avoid to merge vertices etc,) then I can still use it as morph. 

So,, If I can choose resolution only when baking, (apply temp-sub divide for baking) and generate texture,, it should be very useful... because I can generate morph for base character mesh, with textures (for sub-divide mesh, which I need to use)

Edited by tokikake
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For today, you named the correct workflow.

Maybe most correct way is just import mesh as obj which already applied sub-D, count which I hope to render, in texture room.

Will be some request be implemented at future? only dev team knows the agenda.

Please send this feature requests at

support@3dcoat.com

Thx

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Ok thanks I requested it by mail. Import Retopo mesh  as base resolution(so when export, even though I edit mesh, it never change vertex order, and count without I add or delete, merge vertices) , then set sub-D count for retopo mesh   when bake map. (maybe cage need to be auto-subdivide too)  so It may not show peformance issue.

 

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