Advanced Member tokikake Posted August 26, 2021 Advanced Member Report Share Posted August 26, 2021 (edited) I usually use Bake options to bring retopo objects to paint room. Then I hope to keep 2 retopo groups as 2 objects. but any option to transfer mesh to paint room seems gather 2 poly objects as one Paint objects in paint room. Is there any setting, which transfer retopo meshes (like mesh1 and mesh2) as separate paint objects? I already try Treat retopo gorup as materials option, on and off. (just to confirm), but it not solve this issue. so I hope to know if there is another setting to bake (import) mesh from retopo > paint. I suppose I can export as obj of fbx for each retopo gorup, then import again one by one for paint room, but do not like the way to move mesh in same aprication 2 room ^^; Edited August 26, 2021 by tokikake Quote Link to comment Share on other sites More sharing options...
Advanced Member Yousung Posted August 26, 2021 Advanced Member Report Share Posted August 26, 2021 (edited) I do not understand a little. [Poly Groups] are converted to individual [Paint Objects] after baking.[UV Sets] are converted to [Surface Materials]. check out the beta options as well. Edit - Preferences - Beta'Treat retopo groups as materials' Edited August 26, 2021 by Yousung 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member tokikake Posted August 26, 2021 Author Advanced Member Report Share Posted August 26, 2021 (edited) 4 hours ago, Yousung said: I do not understand a little. [Poly Groups] are converted to individual [Paint Objects] after baking.[UV Sets] are converted to [Surface Materials]. check out the beta options as well. Edit - Preferences - Beta'Treat retopo groups as materials' I think if it work when you bake, you actually bake maps from sculpt mesh. but when I try options to transfer mesh to paint room, my case is "model in retopo room > paint it in paint room, (or only texture sculpting ) I do not bake maps at all. (so there is no sculpt mesh" Then about this purpose 3d coat offer 2 options (at least I know these 2 options without export/import mesh as obj etc) 1. bake> retopo per-pixel (no baking) 2. bake> update paint mesh with Retopo mesh. About both case, it join 2 retopo mesh as one object (Paint object) As I said, I test Treat retopo groups as materials (check On / OFF) but it not worked for me = 3d coat gather 2 different retopo mesh as one Paint object with 2 UV set / material. but anyway I may try again. then if it not work, I report it as bug ^^; Edited August 26, 2021 by tokikake Quote Link to comment Share on other sites More sharing options...
Advanced Member tokikake Posted August 26, 2021 Author Advanced Member Report Share Posted August 26, 2021 It is actually strange , I only one time sucess (3d coat generate mesh as 2 paint objects), but I can not re-produce it. (so I think I remain old mesh which I exported before,,) Can someone test with this scene, (try up-date retopo mesh / or retopo per-pixel (no baking) The poligon group are clear divided as 2 mesh with 2 different UV name. (so one poligroup have one UV) I understand if I Treat groups as materials on (activate), it may separate as material. (it was requested by user who hope to produce material groups, ) then I check it off (non activate) but 3d coat not sparate 2 poli gorups as 2 paint object for me. ==== After I toggle the option again, and test same thing, about this time, now 3d coat generate as 2 objects.. with use same method... (bake>retopo perpixel (no baking)) with activate Treat groups as materials on (activate) . but I usually keep it activated so do not know why it not worked before.. Then I think, the option work as reverse meaning... (because when I activate Treat groups as materials (checked) , 3d coat not treat groups as materials , but generate 2 paint objects for 2 poli gorups. 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member tokikake Posted August 26, 2021 Author Advanced Member Report Share Posted August 26, 2021 (edited) I think it happen when each poli gorups have different UV set. https://drive.google.com/open?id=1-E-GoCa7Mm0g5OePfOJJpW59kZJ_C9G_&authuser=engetudouiti%40gmail.com&usp=drive_fs (if test, download this scene please then set Treat groups as materials OFF) my case is,, I have 2 vase meshwa as 2 poli groups (duplicate + edit mesh and UV then rename it = each poli group mesh have self UV set with different name) Then if I do not activate (not checked) Treat groups as materials OFF 3d coat simply gather 2 mesh as one paint mesh but keep 2 UV sets = 2 surface materials. then if I activate Treat groups as materials ON, 3d coat generate 2 paint meshes. if I use same UV set for 2 retopo group mesh, (just change island but use one UV sets) maybe it work differently. (I still not test it though) Edited August 26, 2021 by tokikake Quote Link to comment Share on other sites More sharing options...
Carlosan Posted August 26, 2021 Report Share Posted August 26, 2021 @Yousung Edit - Preferences - Beta'Treat retopo groups as materials' Treat the Poly Groups as materials instead on objects. Use this option on your own risk, it is not usual 3DCoat's workflow. By default, Poly Groups will be baked as objects. or Treat Poly Groups as Paint Objects: In this mode each material of the object will be treated as separate UV set (separate texture) regardless on initial UV-sets. If you deselect "Treat Poly Groups as Paint Objects, your paint Objects or Poly Groups layers be converted to surface materials and you only now will have one paint object but with several surface materials. Rename your Paint object as it will be a combination name of all the Poly Groups layers. Quote Link to comment Share on other sites More sharing options...
Advanced Member tokikake Posted August 27, 2021 Author Advanced Member Report Share Posted August 27, 2021 4 hours ago, Carlosan said: @Yousung Edit - Preferences - Beta'Treat retopo groups as materials' Treat the Poly Groups as materials instead on objects. Use this option on your own risk, it is not usual 3DCoat's workflow. By default, Poly Groups will be baked as objects. or Treat Poly Groups as Paint Objects: In this mode each material of the object will be treated as separate UV set (separate texture) regardless on initial UV-sets. So you means it need to work like this? 1. when Activate "treat retopo groups as materials" ( set the option as "TRUE") retopo groups = material, then gather some poli gorup meshes as one object with each poli group materials. 2. when not Activate (check OFF) "treat retopo groups as materials" (set the option as "False") retopo groups = objects, then generate each poli group mesh as each object I remember with some version , the experimental option set as default, then it change. But I feel this option work as reverse way from the option label, at least for my attached scene with retopo per-pixel (no baking) my scene have 2 poli groups (vase1 , vase 2), then each mesh have UV set with each poli group name. (I set so) when I set the option True = Check on / activate,, 3d coat generate 2 Paint Objects. when I set False = Check off/ un activate, 3d caot generate 2 poli groups as 1 paint Objects. Quote Link to comment Share on other sites More sharing options...
Advanced Member tokikake Posted August 27, 2021 Author Advanced Member Report Share Posted August 27, 2021 And I think this option was added with some requests how treat material/surface. (I requested it too). But I think it only consider "Retopo room" to "Paint room" work flow. Then it may be future request, but what I expected was (at that time), when I use Mesh > Take paint room mesh to the Retopo room, to edit paint room mesh in Retopo room, (or it will be send to sculpt room to sculpt ) 3d coat will generate poli groups with use material (or UV sets) because there were many cases I may hope to generate separate poli groups for each UV sets when we edit paint object in retopo room, then send to Sculpt room. (it is one object with multi UV sets like character mesh) but at current, 3d coat not generate multi poli groups with the paint object material/UV sets. eg I have one paint object (character mesh). with multi UV sets. then I hope option, 3d coat generate multi poli groups (with each UV set/ material name). but this option seems only work From Retopo room to Paint room. Not work when I need to move mesh From Paint room to Retopo room. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted August 27, 2021 Report Share Posted August 27, 2021 You only can move from Paint Room to UVroom, that is how it works Sculpt > Retopo > Bake > Paint <-> UV Quote Link to comment Share on other sites More sharing options...
Advanced Member tokikake Posted August 27, 2021 Author Advanced Member Report Share Posted August 27, 2021 (edited) 2 hours ago, Carlosan said: You only can move from Paint Room to UVroom, that is how it works Sculpt > Retopo > Bake > Paint <-> UV Yes I know it, so I need to use Take paint room mesh to the Retopo room , to import paint mesh as retopo mesh. but it not means 3d coat use same mesh. then I hope (may request), when one paint mesh have multi uv tiles. (materials or UV sets) >>Take paint room mesh to retopo room, 3d coat generate multi poli groups as option (So I expected if Activate "treat retopo groups as materials") work so,, but it only work when I bake> retopo per-pixel (no baking). With this option 3 coat treat retopo groups as materials , when mesh exported from retopo room >> paint room. but not work for paint room (materials) >> retopo room (retopo groups) ==== why it is useful, when I have mesh which have multi materials or UV sets, if I import the mesh in retopo room, we can not choose each material (UV sets) mesh so easy select hide, or edit in retopo room. because retopo mesh have no material groups. (only select current UV sets). Then I will pick the retopo object to the sculpt room. 3d coat have no group for material in sculpt room (so we need manually devide them as retopo groups or sculpt layers) eg now I have One UV sets for eye around mesh, then Second UV set for body mesh. In paint room, we can select by material (UV sets) easy. but when import it in retopo room. 3d coat can not keep material groups. (only keep as UV sets) then I may separate manually as poli groups in retopo room Edited August 27, 2021 by tokikake Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted August 28, 2021 Reputable Contributor Report Share Posted August 28, 2021 I am not sure if this is a non-completed feature or a bug plus it could be an internal limitation. I do not know. I would make a bug report or a feature request if not a bug. "Take mesh from paint room": You would expect all uvs sets, paint objects and surface materials to be place in the retopo room for ease of working. 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member tokikake Posted August 28, 2021 Author Advanced Member Report Share Posted August 28, 2021 (edited) 4 hours ago, digman said: I am not sure if this is a non-completed feature or a bug plus it could be an internal limitation. I do not know. I would make a bug report or a feature request if not a bug. "Take mesh from paint room": You would expect all uvs sets, paint objects and surface materials to be place in the retopo room for ease of working. Thanks I think same thing, but now I can not attach more pic so, I expect someone will request so.. eg I think if we have material/surface (along with UV sets) window for retopo mesh, not drop down menu uv set, it make more easy.. For UV/ texture editor, drop down menu is OK, but I really not see aprication use drop down menu for material about modeling mesh ^^; (many new user may fail to exchange it without carefully check tool I think.), I hope there is simple UV sets window which describe all UV sets of current poli groups = hide / un-hide, or select as we need. Edited August 28, 2021 by tokikake 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member tokikake Posted August 28, 2021 Author Advanced Member Report Share Posted August 28, 2021 btw as opening question, the preference setting can do so, as default (maybe I change default setting, I suppose), so turn this topic as solved please . (only remain small labell issue but digman already report about it thanks) (I think , I can not change Tittle by my self) Quote Link to comment Share on other sites More sharing options...
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