Member ggml Posted January 23, 2020 Member Report Share Posted January 23, 2020 hi. beginner here, v4.9.17 doing a retopology from a photogrammetry, stuck on pack uv stage, twice. before i submit to Mantis, i want to make sure my understanding of the workflow is right: - import reference mesh & color texture - construct new topology - unwrap - pack UV (this is done in UV window, as i dont see the button in Retopo) - apply-uv (asked to update when i get back to Paint/UV) - bake i get a very reproduceable crash on apply uv step, for two different test cases. common denominator would be that both reference meshes are sourced from a photogrammetry software. second/simplified example of the issue is attached at https://we.tl/t-KRnLS0GEkj if i skip pack/apply, the baked mesh seems to inherit the reference uv map for colormap normalmap has no issue Quote Link to comment Share on other sites More sharing options...
Carlosan Posted January 23, 2020 Report Share Posted January 23, 2020 Hi Try latest version 4.9.20 As i can see, there is a lot of PaintObjects. First clean up the scene to make new test. - import reference mesh & color texture- construct new topology on Retopo Room- unwrap on Retopo Room- pack UV on Retopo Room- apply-uv on Retopo Room - bake Switch to Paint . Quote Link to comment Share on other sites More sharing options...
Member ggml Posted January 23, 2020 Author Member Report Share Posted January 23, 2020 mereged reference mesh moved to 4.9.20 still getting the crash at applyUV, in two distinct projectshttps://we.tl/t-8So01J7dvZ Quote Link to comment Share on other sites More sharing options...
Carlosan Posted January 23, 2020 Report Share Posted January 23, 2020 You need to cleanup the model before import it inside 3DCoat. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted January 23, 2020 Report Share Posted January 23, 2020 Clean version - Import model on sculpt room - Autoretopo using decimation - Mark seams > Automap - Unwrap 3d coat crash on applyUV 2.zip Quote Link to comment Share on other sites More sharing options...
Carlosan Posted January 23, 2020 Report Share Posted January 23, 2020 Your model have a texture. but the original UVs are wrong. So it cant be applied or baked over any new retopo model Quote Link to comment Share on other sites More sharing options...
Carlosan Posted January 23, 2020 Report Share Posted January 23, 2020 Hope this help. This video begins the demonstration of cleaning up a 3D Scan in 3DCoat Quote Link to comment Share on other sites More sharing options...
Member ggml Posted January 23, 2020 Author Member Report Share Posted January 23, 2020 14 minutes ago, Carlosan said: You need to cleanup the model before import it inside 3DCoat. what does it mean to clean it up ? it contains one unified mesh from photogrammetry 4 minutes ago, Carlosan said: Clean version - Import model on sculpt room - Autoretopo using decimation - Mark seams > Automap - Unwrap but, as seen in retopo of my file, i am after only a small part of the mesh. is thus the workflow i described correct ? Quote Link to comment Share on other sites More sharing options...
Carlosan Posted January 23, 2020 Report Share Posted January 23, 2020 I mean the model is fragmented into 194 pieces. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted January 23, 2020 Report Share Posted January 23, 2020 Use this workflow please. Is the correct one. https://lesterbanks.com/2017/11/learn-retopologize-models-3d-coat/ Quote Link to comment Share on other sites More sharing options...
Member ggml Posted January 23, 2020 Author Member Report Share Posted January 23, 2020 sorry for confusion reference mesh uv's look fine nowhttps://we.tl/t-hEw5RLbjwB i only need a manual retopo of a detail of the photogrametry, the one in the attached image i dont need autoretopo do i still need to sculpt the mesh ? am i missing a step ? do i need to clean the reference mesh before i use it to transfer the texture to a manual retopo ? how ? 1 reference mesh+texture 2 manual retopo 3 unwrap 4 pack 5 applyuv (crash) Quote Link to comment Share on other sites More sharing options...
Member ggml Posted January 23, 2020 Author Member Report Share Posted January 23, 2020 14 minutes ago, Carlosan said: I mean the model is fragmented into 194 pieces. latest exemple (one post up) is one joined mesh, uvs look fine, is it still broken ? Quote Link to comment Share on other sites More sharing options...
Carlosan Posted January 23, 2020 Report Share Posted January 23, 2020 Sorry, i dont know how to help. I posted videos showing the correct workflow that you need to follow. Watching and following the videos posted before, on which step are you having troubles ? ------------------------- 1 - Perform retopology 2 - Import for retopo 3 - Import texture > is not correct Quote Link to comment Share on other sites More sharing options...
Member ggml Posted January 23, 2020 Author Member Report Share Posted January 23, 2020 (edited) Carlosan, thanky you for the prompt reply i have watched the videos you recommended: Quote Use this workflow please. Is the correct one.https://lesterbanks.com/2017/11/learn-retopologize-models-3d-coat/ this video (3 parts) is about manual retopology, mine looks like this: 5 hours ago, Carlosan said: Hope this help. This video begins the demonstration of cleaning up a 3D Scan in 3DCoat https://www.youtube.com/watch?v=Aw1xWJfGnJY this video is about adjusting a model via scultping tools and then applying auto-topology my project has no need for auto-topology Quote Watching and following the videos posted before, on which step are you having troubles ? 1 - Perform retopology 2 - Import for retopo 3 - Import texture > is not correct so as to answering you question, my goal is to transfer color texture from reference mesh to manual retopo mesh (of just one snail, not the whole model) these are the steps i took: 1) importing reference mesh: looks good, it is not split into 194 subsets, it is just one joined mesh 2) applying color texture to reference mesh: looks fine, you can see it in the attached image 3) constructing a manual retopo mesh: looks fine, you can see it in the attached image 4) unwrap retopo mesh: looks fine, you can see it in the attached image 5) pack the uvs, works fine while i am in UV room 6) apply uv's, when moving to Paint room, i get the prompt to update the uv's. this is when i get the crash what might i be missing ? latest work files https://we.tl/t-hEw5RLbjwB thank you, ggml Edited January 23, 2020 by ggml Quote Link to comment Share on other sites More sharing options...
Carlosan Posted January 24, 2020 Report Share Posted January 24, 2020 Try this please 1) import reference mesh 2) applying color texture to reference mesh 3) Switch to Retopo Room: Retopo Menu > Import 4) Bake 5) Switch back to Paint Room. On Paint Object Panel hide the reference Mesh Quote Link to comment Share on other sites More sharing options...
Member ggml Posted January 24, 2020 Author Member Report Share Posted January 24, 2020 (edited) did what you asked. texture transfers with wrong uv (this is the reason why i thought i need to pack before bake) Edited January 24, 2020 by ggml Quote Link to comment Share on other sites More sharing options...
Carlosan Posted January 24, 2020 Report Share Posted January 24, 2020 Exactly, it's what I try to explain from the beginning. I am opening -on another app- reference.obj and I assign to that model the texture melci in sus v.jpg -They are the files you attached in wetransfer- As you can see the original UV map of the scan is wrong and does not apply. Correcting that scan is a process that must be done before importing the model into 3DCoat. Quote Link to comment Share on other sites More sharing options...
Member ggml Posted January 24, 2020 Author Member Report Share Posted January 24, 2020 (edited) 1 hour ago, Carlosan said: As you can see the original UV map of the scan is wrong and does not apply. the reason for this is that i had to vertically flip the texture for 3dcoat to display correctly on the ref mesh. how can i prevent this before 3dcoat? Edited January 24, 2020 by ggml Quote Link to comment Share on other sites More sharing options...
Carlosan Posted January 24, 2020 Report Share Posted January 24, 2020 Flip vertically the image on any external app before import it on 3DC. Quote Link to comment Share on other sites More sharing options...
Member ggml Posted January 24, 2020 Author Member Report Share Posted January 24, 2020 all works now thank you 1 Quote Link to comment Share on other sites More sharing options...
Member ggml Posted January 25, 2020 Author Member Report Share Posted January 25, 2020 conclusion is that in this example there was no need to pack just verticaly flip the ref texture and bake 1 Quote Link to comment Share on other sites More sharing options...
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