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[Solved] I still have question for retopo groups which divided by material then how I sculpt and bake


tokikake
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7 hours ago, Silas Merlin said:

Carlosan, as I explained just now, this was just theoretical :
if you have more retopo objects than you have sculpt objects, then how can name correspondance work ? (if you give each retopo object a distinct name, they won't match with a sculpt object)

I still have question for retopo groups which devided by material then how I sculpt and bake. so tell me good way please ..

1.  I have 3 retopo groups. as  Hip , Arms, Legs .   they are separated by materials (at same time all 3  mesh  are connected like animal or human material parts, not separated meshes)

2  I pick each retopo groups as sculpt layer one by one ,  by use retopo mesh as sculpt mesh.  then 3d coat generate  sculpt layers as retopo groups.  Hip, Arms, Legs.

3  If I only sculpt for each sculpt layer voxel (or poligon) one by one,,  it is not matter, but after all to sculpt as connected mesh, (eg sculpt tatoo for all  body as connected,  I  may need to merge  sculpt layer... . then can sculpt clean tatoo,  as  one connected mesh without show border . 

4.  After sculpt  tatoo for merged layer , if I can devide it, to  Hip, Arms. Legs as 3 sculpt layer again,  ( set same name for each sculpt layer as each retopo groups). I can bake.

the problem is, the way to  clean devide them as same as before. (if I retopo for sculpt mesh it not matter, I just devide merged mesh as 3 part manually as I plan) 

But about this case, I already have 3 retopo groups and UV sets,  so, I need to devide connected one sculpt layer to perfectly  fit for each retopo groups. Though I can guess work,, but I do not think I can clean devide merged mesh to  return 3 sculpt layer parts as same as before... how you mange these case?   (it is question of this work-flow)

or Is there good way after merge multi sculpt layers (which clear devided to fit each retopo objects but the geometry is not clear devided (organic shape) then sculpt merged one layer,  and return to each sculpt layer as same as before, without edit retopo mesh?  (for this case I really do not hope to change retopo mesh, just keep it as same as before, only sculpt detail in sculpt room, and bake it.   Do 3d coat have option which devide merged sculpt layer as same as before (return merged one as separated one which when I pick retopo groups to almost perfectly fit them? 

I suppose I may need to gather all 3 retopo groups (after all) as one , but use 3 UV sets for each material part,  then name the merged retopo groups  as same as merged sclupt layer, then bake.....   though it may work, but it seems lost meaning to devide as 3 material groups in retopo room... 

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On 8/29/2021 at 9:59 AM, digman said:

@Silas Merlin 

Would this work for you?  Remember I am only trying to help, so if I have misunderstood, I am sorry about that.

---------------------------------------------------------------------------------------------------------------------------

Once you have baked to the paint room and you have several surface materials, One paint object, One UV set. 

Do all your texturing. Easier because you have several surface materials to work with.

Once completely done texturing, saving your 3DC file first as always, return to the Retopo Room,.

Move all your retopo groups to one retopo group.  Delete the now un-used Retopo groups or as they are called now Poly-groups.

Next Use the Feature under the Bake Menu--- "Update Paint Mesh with Retopo Mesh". It is non destructive, your paint layers will be kept.

Now in the Paint Room, You will have One Paint Object, One Surface Material and one Uv set and your texturing remains intact but now is only one surface material.

Exporting you no longer get have more than one material written into the fbx or obj file. 

I would suggest testing on some simple models to be sure all works as intended. like Paint layers, Normal maps etc etc...  Should work fine , your are not adjusting your uv set but just combining all the retopo groups to one and updating the paint mesh in the paint room to reflect what you just have done in the retopo room.

I have tested and all appears to work correctly.

 

 I think I get one problem, if I activate "treat material as retopo groups" when I import UDIM tile mesh.   so to report it (or I might miss use still) Can you test this scene, and tell me reason where is wrong, when I bake normal map (only bake normal) , generated normal map not contain any sculpt depth? 

I just import OBJ which have UDIM 4 tile UV and 7 material groups to 3d coat retopo room.. Then t I already merge all retopo groups as new one, then  send it as  one sculpt layer,  test sculpt and bake normal map.   (layer and retopo groups set same name)

Now I  can only atach 0.02 MB, so can not sent you PM  with FBX and 3d coat scene.  If you check the google drive 3b scene, and FBX  and teach me reason, really apreciate, I think the problem is when I import UDIM FBX with use the option,  3d coat not generate multi UV sets, but just generate one UV sets, with separate retopo groups as materials. (though UV arrange is perfectly same which I check in blender) I expect, if it work still but I can not bake normal map (3d coat generate normal map, but it not contain any normal infomation which I sculpt)

obj file

https://drive.google.com/file/d/1-N8BOkoXae7pUebT9Tg-5n59YDYPehKG/view?usp=sharing

3d coat scene file

https://drive.google.com/file/d/1-IZeKhgYcy9x0tiweQ-eGPo7sZmVVJkP/view?usp=sharing

I remain UV and merged retopo groups. with sculpt mesh. then I aready removed paint mesh. (because it not generate normal map correctly) but keep sculpt mesh and merged retopo mesh.  (adjust cage roughly )

===
OK now I confirm to bake normal map, for UDIM tile retopo mesh, I need to  un activate this beta option. or 3d coat can not generate normal map correctly.

(about my test scene, I alreaady merge all retopo groups as one , so it is not relate with material any more. But (though I do not know reason,) if I  do not use beta option, 3d coat could generate normal map for attached scene. if I activate treat materials as retopo object,  3d coat could not generate normal map correctly. I test with toggle this option sometimes, . and confirm.

(as my case, I set "import  UV tiles as UV sets"  when I bake normal map.  because UV arranged as multi UV tiles.  if I keep activate "treat retopo groups as materials" 3d coat can not generate normal map correctly. maybe it only happen, when the UV arrange was UDIM type.   so this work-flow is somehow complex when UV locate on multi UV tiles)

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4 hours ago, tokikake said:

I still have question for retopo groups which devided by material then how I sculpt and bake. so tell me good way please ..

1.  I have 3 retopo groups. as  Hip , Arms, Legs .   they are separated by materials (at same time all 3  mesh  are connected like animal or human material parts, not separated meshes)

2  I pick each retopo groups as sculpt layer one by one ,  by use retopo mesh as sculpt mesh.  then 3d coat generate  sculpt layers as retopo groups.  Hip, Arms, Legs.

3  If I only sculpt for each sculpt layer voxel (or poligon) one by one,,  it is not matter, but after all to sculpt as connected mesh, (eg sculpt tatoo for all  body as connected,  I  may need to merge  sculpt layer... . then can sculpt clean tatoo,  as  one connected mesh without show border . 

4.  After sculpt  tatoo for merged layer , if I can devide it, to  Hip, Arms. Legs as 3 sculpt layer again,  ( set same name for each sculpt layer as each retopo groups). I can bake.

the problem is, the way to  clean devide them as same as before. (if I retopo for sculpt mesh it not matter, I just devide merged mesh as 3 part manually as I plan) 

But about this case, I already have 3 retopo groups and UV sets,  so, I need to devide connected one sculpt layer to perfectly  fit for each retopo groups. Though I can guess work,, but I do not think I can clean devide merged mesh to  return 3 sculpt layer parts as same as before... how you mange these case?   (it is question of this work-flow)

or Is there good way after merge multi sculpt layers (which clear devided to fit each retopo objects but the geometry is not clear devided (organic shape) then sculpt merged one layer,  and return to each sculpt layer as same as before, without edit retopo mesh?  (for this case I really do not hope to change retopo mesh, just keep it as same as before, only sculpt detail in sculpt room, and bake it.   Do 3d coat have option which devide merged sculpt layer as same as before (return merged one as separated one which when I pick retopo groups to almost perfectly fit them? 

I suppose I may need to gather all 3 retopo groups (after all) as one , but use 3 UV sets for each material part,  then name the merged retopo groups  as same as merged sclupt layer, then bake.....   though it may work, but it seems lost meaning to devide as 3 material groups in retopo room... 

Windows version: 2021.39

First what version of 3DCoat are you using?  Also workflow related questions are better for the General 3DC thread.

This is what I read: You have one connected retopo mesh but divided into 3 retopo groups and 3 uv sets. Example: a human retopo mesh all connected but retopo groups for body, legs and arms plus a uv set for each retopo group.

I am giving you the method I would use:       If I have incorrectly read your post, just know I am trying to help.

Once you have imported your mesh into the retopo room go to the sculpt room.

Left Tool bar--- Go to Import----Pick from Retopo:  Use my settings in the picture. 

 Click on Close Mesh if needed. Subdivide ( not flat subdivision) the mesh in the import panel a few times to make it smooth upon import. The mesh will come in as one voxel sculpt layer.  

Now the mesh is one connected sculpt object in the Sculpt room. No need to merge separate layers. It appeared in your post you did not need to retain all your sculpt layers.

Now you can switch the voxel object to Surface mode also after you import for higher detail sculpting.

Add your sculpting details.  Side Note:  In sculpting your details you can use "Conform Retopo Mesh" if needed.

Return to the Retopo Room  and all your retopo groups are there and all your uv sets.  No need to adjust your retopo mesh.

Bake to the paint room for your normal map.

First picture ( My settings)

2nd picture ( retopo room)  one connected retopo mesh, 3 retopo groups and 3 uv sets.

3rd picture ( The voxel mesh) after importing using the import panel. One voxel mesh.

EDIT.  I will download and look at the models you posted in your other post when I get some free time.

settings29.jpg

retopo.jpg

model.jpg

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4 hours ago, digman said:

EDIT.  I will download and look at the models you posted in your other post when I get some free time.

Thanks you take time.    Your reply  help me a lot. (I thought If I need to merge all retopo groups as One when sculpt layer is One(merged)  for multi UV tile Mesh. or I need to keep separate sculpt layer with separate retopo groups. (devide by material groups)  

I confirmed  when I import same obj (multi UV tiles/ UDIM ) to retopo room  with the "Treat material as retopo group" option on and off,  3d coat change how generate UV sets for same mesh. (not only retopo groups)  . It is related with this beta option but I can not confirm it is problem or need to report.  I needed to know more clear work flow untill report about it.

Then at current I could confirm   If I use merged retopo mesh, and merged sculpt layer mesh, with activate  "Treat material as retopo group", 3d coat failed to generate normal map. (only zero depth  normal map are generated) so I need to de-activate the option when bake normal map. (still not test with your way. bake normal map as separate retopo groups and one merged sculpt layer)

if this beta option are added only for work-flow (sculpt in 3d coat >> retopo with material groups >>  bake maps) from your request, yes your work-flow and this option already work..  but there were some users who requested same thing when you requested about this. how manage material as retopo groups.  the workflow is  (I expected )not only for sculpt in 3d coat > retopo and set retopo groups as material groups > bake map.   (though i think it is most usual  work-flow for 3d coat user) so I hope this option should work for most of 3d coat work-flow.

 

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7 hours ago, digman said:

Now the mesh is one connected sculpt object in the Sculpt room. No need to merge separate layers. It appeared in your post you did not need to retain all your sculpt layers.

Now you can switch the voxel object to Surface mode also after you import for higher detail sculpting.

Add your sculpting details.  Side Note:  In sculpting your details you can use "Conform Retopo Mesh" if needed.

Return to the Retopo Room  and all your retopo groups are there and all your uv sets.  No need to adjust your retopo mesh.

Bake to the paint room for your normal map.

Thanks you are perfeclty right.  it worked with 4 UDIM tile and 7 material retopo mesh. :D I first failed it, because I keep to use Name correspondence for retopo object, but about this case (if I do not merge retopo groups for one sculpt layer mesh ), I should not use the option so it is my mistake. ANd actually it was reason (I merged retopo groups ) why I failed when I test first time.

Then as you said If I did not merge mesh,  then bake normal map, 3d coat could generate normal map for each 7 materials correctly (paint room mesh, have 7 materials with 7 uv sets).  :yes:  

I suppose after I add some paint sculpt, return  retopo room, merge some retopo object along with 4 UV tile (so I change 7 retopo groups (material) to 4 UV tile groups. and update mesh, then export textures with use UV set. 3d coat may export  textures, for 4 UV sets. (it is way you described to not generate un-necessary texture... thanks much)

===
Edit there seems only one problem, after I paint textures in paint room > then return retopo room now gather retopo groups as UV tile (change 7 retopo as 4 retopo )

then up-date paint mesh. it actually break my already painted texrure.  So I think at least for UDIM type mesh, after generate paint textures, I may better not re-arrange retopo groups.  anyway if someone test with real scene. pick it and free test please with check each option and steps.

I only see problem when I re-edit retopo groups (to merge 7 retopo groups (material) as 4 retopo groupo  (UDIM tiles) and up-date paint mesh.  it may not happen with more simple mesh, eg one UV tile wtih 4 materials.

free test as you need,, (attached link scene already import retopo mesh, as 7 material group (retopo group)  with 4 UDIM tile UV, and in sculpt room one layered mesh which pick from retopo room) with activate Treat materials as retopo groups.

https://drive.google.com/file/d/1-SP7YnvK2KMSAW30aiIDTsCVCwfK1-ZQ/view?usp=sharing

 

Edited by tokikake
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10 hours ago, tokikake said:

I still have question for retopo groups which devided by material then how I sculpt and bake. so tell me good way please ..

1.  I have 3 retopo groups. as  Hip , Arms, Legs .   they are separated by materials (at same time all 3  mesh  are connected like animal or human material parts, not separated meshes)

2  I pick each retopo groups as sculpt layer one by one ,  by use retopo mesh as sculpt mesh.  then 3d coat generate  sculpt layers as retopo groups.  Hip, Arms, Legs.

3  If I only sculpt for each sculpt layer voxel (or poligon) one by one,,  it is not matter, but after all to sculpt as connected mesh, (eg sculpt tatoo for all  body as connected,  I  may need to merge  sculpt layer... . then can sculpt clean tatoo,  as  one connected mesh without show border . 

4.  After sculpt  tatoo for merged layer , if I can devide it, to  Hip, Arms. Legs as 3 sculpt layer again,  ( set same name for each sculpt layer as each retopo groups). I can bake.

the problem is, the way to  clean devide them as same as before. (if I retopo for sculpt mesh it not matter, I just devide merged mesh as 3 part manually as I plan) 

But about this case, I already have 3 retopo groups and UV sets,  so, I need to devide connected one sculpt layer to perfectly  fit for each retopo groups. Though I can guess work,, but I do not think I can clean devide merged mesh to  return 3 sculpt layer parts as same as before... how you mange these case?   (it is question of this work-flow)

or Is there good way after merge multi sculpt layers (which clear devided to fit each retopo objects but the geometry is not clear devided (organic shape) then sculpt merged one layer,  and return to each sculpt layer as same as before, without edit retopo mesh?  (for this case I really do not hope to change retopo mesh, just keep it as same as before, only sculpt detail in sculpt room, and bake it.   Do 3d coat have option which devide merged sculpt layer as same as before (return merged one as separated one which when I pick retopo groups to almost perfectly fit them? 

I suppose I may need to gather all 3 retopo groups (after all) as one , but use 3 UV sets for each material part,  then name the merged retopo groups  as same as merged sclupt layer, then bake.....   though it may work, but it seems lost meaning to devide as 3 material groups in retopo room... 

This would be better suited for the Discord, but, anyway :
-IMHO It would be preferable if you used the term sculpt object instead of "sculpt layer", because sculpt layer is something different from what (I assume) you are refering to : the high poly, or sculpt object, stored on a vox layer in the sculpt tree.

Ok, so, now, provided I understand correctly, for what you are trying to do, there is absolutely no need for Digman's experimental feature.
if you have only one watertight mesh in the sculpt space, (one sculpt object)
, with several retopo objects regardless of the number of materials (called uv-sets in the retopo room), then, baking is very straightforward.
All you need to do is untick name correspondance in the baking menu, then do "bake with normal map". That's it.
It does not matter if the retopo objects are welded or not, there will be no visible seam :

 

image.thumb.png.65c7acd742da119de098e4dc527db8d3.png


in short, there is no need to make separate sculpt meshes for the body of a character.
Only if you are baking separate parts like eyes or teeth do you need to worry about how to bake, and even then it is not necessary to use name correspondance :
Use name correspondance only if you have one retopo object per sculpt object (for example body, eyes, eyelashes, upper teeth, lower teeth).
If, on the other hand, you have more than one retopo object for the body, then, bake sculpt objects one by one. For that, you first select the part of the retopo mesh you want to bake (for example the whole body distributed accross several retopo objects in your case), hide everything you are not baking in the sculpt room (eyes, teeth, etc...), tick "bake selected" in the bake menu, and then bake with normal map.
Repeat the process for the other parts (or use name correspondance at the same time as "bake selected" if applicable.


EDIT :
I meant to answer this when I was notified of your reply, but did not find time to answer until now. I replied without reading the rest of the thread and failed to see that your questions had been answered since then. Sorry. forum doesn't allow deleting posts...

Edited by Silas Merlin
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1 hour ago, Silas Merlin said:

EDIT :
I meant to answer this when I was notified of your reply, but did not find time to answer until now. I replied without reading the rest of the thread and failed to see that your questions had been answered since then. Sorry. forum doesn't allow deleting posts...

Thanks yes I understand now, sorry to take time I just hope to use the new beta option (use material as retopo object) (because it was what I requested too, I remember you requested it too bofore in old beta topics,,  did not you?) then confirm  why I failed, yes as you and digman said, I need to un-check the option.:blush: and did not need to merge retopo groups but keep as one sculpt mesh.

why I may hope to keep material groups (not each UV tile), I hope to paint easy in paint room.. at same time when I generate (export) textures we need not textures for each material but need for each UV tile (if it is UDIM type mesh) so ideally, in paint room we may hope to isolate UV set and material.  then I try digman recommend way,

(after paint texures as 7 mateiral, I change retopo groups as 4 (along with tile counts) correctly, (so each retopo group contain poligons only about each UV tile)

then update paint mesh with retopo mesh (I expect it not break my Paint layer), but it actually change may paint in paint room.. so with UDIM type mesh, I may need to carefully use this option. when I use it.. I think. (I double test same thing, about both case, after I re-arrange poly groups along with UV tile (not material) and up-date paint mesh, 3d coat actually break my paint layer. (though material group and UV set up-date correctly)

(though I may not call it as bug, but do not know why the procedure break my paint textures. so hope if someone can confirm it and ideally it will work for UDIM type mesh when I change retopo groups . with the linked scene. (sculpt and bake, then paint with material, and re-arrange retopo group as UV tile, up-date paint mesh)

===
And to test this new issue, actually I need not to bring retopo mesh in sculpt room but, just use paint room only.

1 retopo > perpixel to bring ritopo mesh . it keep all material.(retopo grouops)

2  about my case I have now 7 material group with 7 UV sets in pain room.

3 I paint some depth and color for each 7 material 

4  In retopo room, I merge same UV tile retopo groups as one, (my case the UV use 4 tiles. then I gather as 4 retopo groups

5. Update paint mesh with retopo mesh. 3d coat show dialogue but I keep same option. (use material as separate textures) with keep beta  Use material as retopo groups.

6 at least with my linked scene, it break most of painted textures (but material and UV set are up-dated correctly , now it only have 4 material with 4 UV sets (along with UV tiles which I merged as retopo groups)

Edited by tokikake
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22 minutes ago, tokikake said:

I remember you requested it too bofore in old beta topics,,  did not you?

I don't remember, but it does not matter.
I do use the feature, but I am not really satisfied with the way it is implemented, because I find it quite complex to set up and to know what to tick or untick, in preferences and it baking pop up.
also I  find it frustrating that "treat materials as separate textures" has no effect when unticked when Digman's feature is not active.
image.png.84dd08f86e7f88262b31b5c8949e9ae7.png

I mean, utlitmately, this is what I would find the most useful : the ability to have separate materials all exported into a single texture.

 

 

22 minutes ago, tokikake said:

update paint mesh with retopo mesh (I expect it not break my Paint layer)

Update paint mesh with retopo mesh will break paint layers when uv islands have been moved (which is a shame).
Other than that, what you describe (reassigning materials) should not break paint layers in my own (limited) experience.

EDIT :
Have you tried giving the new (merged) materials a name that is different from any and all of the names of the previous materials before they were merged ?
That is, maybe if you have "material1, material2, material3" all merged into "material1", then 3d-Coat will be confused when you update paint mesh. (just a supposition, not tested), as opposed to naming the new material "material4" which would be distinct from all the names previously in use.

 

Edited by Silas Merlin
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1 hour ago, Silas Merlin said:

Update paint mesh with retopo mesh will break paint layers when uv islands have been moved (which is a shame).
Other than that, what you describe (reassigning materials) should not break paint layers in my own (limited) experience.

EDIT :
Have you tried giving the new (merged) materials a name that is different from any and all of the names of the previous materials before they were merged ?
That is, maybe if you have "material1, material2, material3" all merged into "material1", then 3d-Coat will be confused when you update paint mesh. (just a supposition, not tested), as opposed to naming the new material "material4" which would be distinct from all the names previously in use.

 

I may need to check more simple case (maybe only I tile UV but have 2 or 3 materials as you suggested already)

but as my main purpose, I need to work UDIM UV (4 tile) with 7 or 8 etc... so I hope if iit work already (I still not sucess)

I may try rename material way.. (as my case,, I set retopo groups, like this tile1_a , tile1_b, tile2_a, tile2_b, tile3_a, tile3_b, tile4)

then after paint in paint room , I simply move each tile_b mesh to the tile1_a retopo groups. so do not touch UV at all. in retopo room I only see one UV (name as default) but it located as UDIM way (4 tiles) by UV view. (I know it change in paint room. 3d coat generate 7 uv set for 7 material though)

actually my first test, I made new retopo groups and renamed, so maybe I already test which you suggested.   I already send mail to Andrew. then may wait reply. (sorry other user, I often add many topics related only one issue for this beta topic) and thaks kindly reply detail.

===
I could confirm even though I made new retopo groups and move same tile mesh on to the 1001 to 1004 (I name retopo group so), after up-date paint texture with retopo mesh. break textures.  so it is not safe way to manage UDIM type UV. I still need to export duplicated texture, for all material groups (7)  as same as before. (can not export only for each UV tiles (4)

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I did quick test with the model's sent and what you are trying to do in both post if I understood your posting correctly.

I was able to correctly get what was needed in both post.

I will need to re-read your post carefully and test again when I get a little more time to make sure all works.

Again what version of 3DC are you using. Latest one. 2021.39?

 

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See these pic please, though if I miss still something. I justi mport this UDIM mesh in retopo room, and bake it to paint room.

then paint with use each material. (yes I test with 2021.39  2021.38 only need to toggle the option, as described already,, but to confrim i download 2021.39 and test these so these pic is about 2021.39 use same scene. (and confrim I correctly set True about "use Materials as retopo groups " then it work when import and bake to paint room. not problem)

1.

1. paint.thumb.JPG.e5f57eeb83e0d82ca038ee3917fb3923.JPG

2. after I paint mesh, I change retopo groups along with 4 UV tiles.  (7 retopo groups >> 4 retopo groups, do not change UV at all. )

mergerg.thumb.JPG.30f513b8367530b3a81fb77f47933be0.JPG

3. then I used "update paint mesh with retopo mesh" keep same option.

updatepm.thumb.JPG.f53371bf6f65fc765a47332a4af706ae.JPG

just to confirm all retopo groups correctly located on each UV tile with the number. so tile1_a and tile1_b merged as 1001. (so now I get 4 retopo groups)

4. then I check textures in paint room.. it break textures .

broken.thumb.JPG.9d2d321e9e741cd04a8686b97c2c5acd.JPG

though I do not know if I still miss some important option.. but I  keep same setting = "Treat materials as retopo object" , then about this case I do not use sculpt room any-more.

so texture break happend when I use up-date paint mesh after I arrange (merge) retopo groups for uv tiles.

Edited by tokikake
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Then I have some assumptions and guess (just a guess) why it not worked.  but if it only work for one UV tile and multiple materials. then not work for UDIM with materials (not same counts though each material locate in one UV tile. not use multi tiles)

I may avoid to merge retopo groups.  = I need to export each textures for each materials (as Silas said, I may need to merge same UV tile texture for different material in 2d editor,

or I generate un-necessary maps.  (though as data do not know it effect much, but 6 tile with 10 materials may show clear difference, for the exported texture counts..)

If so I may prefer, not separate as material but just devide as each UV tile as start point. = it lost material group to easy fill / paint for each sections...then hope it will be implemented. so the option becom more useful (but ideally,  I may hope separate material and UV set, as we said often..as future request, then we can use 7 material with 4 UV tile UDIM (4UV sets).. without edit retopo groups ..(it is additional work I feel)

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OK now I got clear answer from Andrew (thanks) :p:

"The "Update paint mesh with retopo mesh" takes needs same amount of textures (same amount of UV sets) before and after. It just opens a new mesh and applies to him the textures.
So, decreasing the amount of UV sets may not work. This is the base point of this function. But what you may do. 
Try to merge UV sets into 4 using the UV room. Select islands, move to other UV sets, apply."

So that means, at least if I need to improt multi tile UV (like 3) mesh with materials (like 10), the work flow may change.

1.  import multi materials  (10 materials) and 3 UV tile (1001 to 1003) mesh , with option "treat retopo group as materials"

2.  after sculpt as I need, bake them.

3  It generate mesh, as 10 materials with 10 UV sets in paint room.

paint mesh with 10 materials (so I can easy select each material part, hide, or mask etc)

5 after finish painting, not need merge retopo groups, but in UV room, merge 10 UV sets for each Tiles >> 3 UV tiles. then update 

6.  Then export texture and objects as 3 UV sets. (so 3d coat can generate texture for 3 UV tiles, not for 10 materials.
===

Though I still hope to avoid the step 5, ideally,, as future request, 3d coat should treat 10 materials with 3 UV sets in paint room. then export as 3 UV sets. without modify UV sets when generate textures. 

Edited by tokikake
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1 hour ago, tokikake said:

OK now I got clear answer from Andrew (thanks) :p:

"The "Update paint mesh with retopo mesh" takes needs same amount of textures (same amount of UV sets) before and after. It just opens a new mesh and applies to him the textures.
So, decreasing the amount of UV sets may not work. This is the base point of this function. But what you may do. 
Try to merge UV sets into 4 using the UV room. Select islands, move to other UV sets, apply."

So that means, at least if I need to improt multi tile UV (like 3) mesh with materials (like 10), the work flow may change.

1.  import multi materials  (10 materials) and 3 UV tile (1001 to 1003) mesh , with option "treat retopo group as materials"

2.  after sculpt as I need, bake them.

3  It generate mesh, as 10 materials with 10 UV sets in paint room.

paint mesh with 10 materials (so I can easy select each material part, hide, or mask etc)

5 after finish painting, not need merge retopo groups, but in UV room, merge 10 UV sets for each Tiles >> 3 UV tiles. then update 

6.  Then export texture and objects as 3 UV sets. (so 3d coat can generate texture for 3 UV tiles, not for 10 materials.
===

Though I still hope to avoid the step 5, ideally,, as future request, 3d coat should treat 10 materials with 3 UV sets in paint room. then export as 3 UV sets. without modify UV sets when generate textures. 

Unfortunatelly with test again,  No...:(

I suppose, usually 3d coat can manage all painted textures when we change UV in UV room.  then I tried the way, (Just change UV set along with UV tiles in UV room)

after all,   it could keep only about color. my normal or glossiness had broken enough for simple UDIM mesh. (Do not know reason, maybe I need to report as separate issue..) after apply new UV sets, then confirm up-date for paint room mesh...   test with 2021 40

this time  I only work in paint room and UV room (after bake mesh to paint room) ,  So at current, I think we can not safety modify UV sets (for material to for UDIM tile) without break textures which we already painted (in paint room)

Most safety way should be, just use UV tile as UV sets, (may better forget about custom material groups, but just work with UV sets = UV tiles I think

(until 3d coat will solve this issue for UDIM as true meaning)

Or if we  need to keep material,  use it as UV sets, but can not modify UV sets later after paint them =  need to generate with material groups not UV tiles  I just test and see how it work,  but if the workflow is not stable, I can not use it real case, or just get break materials after paint much. 

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1.  I bake textures for mesh which have 4UV tile with 7 retopo-groups to paint room. (I sculpt a little in sculpt room) with use treat materials as retopo groups

2.  It generate  one paint object, 7 UV sets and 7 materials for 7 retopo groups, in paint room (and normal map) correctly. (it is OK, I hope to use 7 material groups to paint)

3   I remove retopo mesh, and sculpt mesh (do not need any more), then work  in paint room only, (add some decal stamp and set color with change layer)

paintudim.thumb.JPG.100ee6a5140dd0b0a7706d5b0354e0c7.JPG

4 . In UV room, I modify and merge UV tiles of same UV set on to one UV tile. (so 7 UV sets now change as 4 UV tile)

5.  I apply UV sets, after that remove un-used UV sets. then confirm I set UV set correctly for each UV tile.

modifyuvsets.thumb.JPG.dd36e8b36a8b0619bee52a1783a91c94.JPG

6.  then change room as paint, usually 3d coat ask ,you change UV ,so apply it or not.  I apply it. (update UV sets for paint mesh)

after.thumb.JPG.e37f99782c48695dd6bfb09f14a1998f.JPG

as above pic,   it break my glossiness and Normal which I painted already.  (I do not touch any setting about layer, or layer blend, then I think 3d coat miss merge some textures when I merge UV sets as tiles.

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Ah OK good news :D  it happen when I apply UV sets and I can not keep to work with the scene, because I only get broken view.

but once I save the scene as different name, then re-load the scene. (re-open the saved file), it seems up-date all correctly. (though I should not need to re-save and open, but anyway save and re-open seems solve this issue.  so it seems up-date bug (3d coat fail to show real up-dated mesh and textuers with some functions, and keep it untill I close it, change room not solved issue for me)

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  • Carlosan changed the title to [Solved] I still have question for retopo groups which divided by material then how I sculpt and bake

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