Advanced Member tokikake Posted March 1, 2019 Advanced Member Report Share Posted March 1, 2019 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? Quote Link to comment Share on other sites More sharing options...
Carlosan Posted March 1, 2019 Report Share Posted March 1, 2019 3DCoat dont have subd modifier as blender. You need to do the same steps twice as 2 separate projects. Quote Link to comment Share on other sites More sharing options...
Advanced Member tokikake Posted March 1, 2019 Author Advanced Member Report Share Posted March 1, 2019 (edited) 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 March 1, 2019 by tokikake Quote Link to comment Share on other sites More sharing options...
Carlosan Posted March 1, 2019 Report Share Posted March 1, 2019 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 Quote Link to comment Share on other sites More sharing options...
Advanced Member tokikake Posted March 3, 2019 Author Advanced Member Report Share Posted March 3, 2019 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. 1 Quote Link to comment Share on other sites More sharing options...
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