Member michael_somnes Posted February 28, 2020 Member Report Share Posted February 28, 2020 Hi! I'm trying to bake my voxel sculpt onto a flat surface (A basic floor to test materials in unity HDRP) and my UV is basically one quad. First I make the voxel sculpt, then I do retopology and UV unwrap the retopology object (one quad). When I go to Bake with Normals, my UV gets twisted clockwise and adjusting it or unwrapping it again warps the normal in such a way that light is bounced 35 degrees off, or more. Does anyone know how to fix this? Bonus if you could explain how to export to unity HDRP (Base map, Mask Map and Normal map) and all the channels/values because I've been scouring the net for some time and there's some scattered, approximate info about it and some if not most of it is horribly outdated. (I'm using Unity 2019.3 stable release) Video can be found here (182mb) : https://www.dropbox.com/s/x0x4zb4nb8z5nbt/baking_normal.mov?dl=0 PS. You can clearly see my process in the video and the scan depth is between the bottom and the uppermost top of the voxel model just to make sure everything gets read. Quote Link to comment Share on other sites More sharing options...
Member michael_somnes Posted March 4, 2020 Author Member Report Share Posted March 4, 2020 Anyone? Should I make a smaller video? Quote Link to comment Share on other sites More sharing options...
Carlosan Posted March 4, 2020 Report Share Posted March 4, 2020 Hi Workflow is Sculpt > Retopo > Bake Take UV room only as Paint Room extension, only if you need to do some UV rework. Hope this help Quote Link to comment Share on other sites More sharing options...
Member michael_somnes Posted March 6, 2020 Author Member Report Share Posted March 6, 2020 Oh, nice, thanks! I thought you'd need to specify an UV to bake to normal but apparently I got the wrong idea. Cheers! Quote Link to comment Share on other sites More sharing options...
Member michael_somnes Posted March 8, 2020 Author Member Report Share Posted March 8, 2020 (edited) So I did : Sculpt > Retopo > Bake Now i want to paint it, and when I open the UV room the UV's are still twisted. If i unwrap again the normal map will also be twisted, messing up reflections. If i split the 1-quad surface into 4, the UV is not twisted. Is this a bug or just me being dumb? Edited March 8, 2020 by michael_somnes Quote Link to comment Share on other sites More sharing options...
Carlosan Posted March 9, 2020 Report Share Posted March 9, 2020 Hi Sorry, using version 4.9.28 i cant replicate this issue. After Bake go to Paint room. You only need to switch to UV room (Paint Room <> UV room <> Tweak Room) if need to perform some changes to current UV, if not it is not necessary. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted March 9, 2020 Report Share Posted March 9, 2020 Quote Link to comment Share on other sites More sharing options...
Member michael_somnes Posted March 9, 2020 Author Member Report Share Posted March 9, 2020 (edited) Well I did make models and import them properly into unity, that's not the issue. (Edit: I am using 3DCoat 4.9.05 (GL for Unity)) I was trying to point out that if you make a retopo object of 1 quad (A flat floor for example), baking normal map onto it twists all the maps clockwise. It does not occur if i split my one quad into 4. Here are 4 images of a quick test asset, voxel sculpt -> retopo -> paint room -> unity It just doesn't work if I am working with a 1 quad surface such as a floor or a wall piece. Paint room Voxel Sculpt Retopo object Inside unity (working) Edited March 9, 2020 by michael_somnes Quote Link to comment Share on other sites More sharing options...
Advanced Member Skye Posted March 9, 2020 Advanced Member Report Share Posted March 9, 2020 Did you tried some of these optons? https://3dcoat.com/manual/uv/251-uvtools/ Quote Link to comment Share on other sites More sharing options...
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