Advanced Member Grimmy Posted November 10, 2021 Advanced Member Report Share Posted November 10, 2021 (edited) I have painted my high detail mesh and created a low poly version in the retopo room, but how can I bake the paint from my high poly mesh onto my low poly mesh? I tried the 'Update Paint Mesh With Retopo Mesh' in the retopo room but that just created a mess. I also tried Bake w/normal Map (Per Pixel) but that just brought a new paint object into the paint room without any textures. In the help docs online it says one of the baking methods is ' From a Paint Object to a Retopo Object'. This is very clear and what I want, but none of of the buttons in the bake menu say this. They seem to be all named with highly technical (with PTEX, per pixel, microvertex, bake to scene?!?! etc) and confusing names...none of which even do what I want. Can't we just name the buttons simply and add any 'technical' detail in the help popup? Any ideas? Thanks Edited November 10, 2021 by Grimmy Quote Link to comment Share on other sites More sharing options...
Advanced Member Grimmy Posted November 10, 2021 Author Advanced Member Report Share Posted November 10, 2021 (edited) Having followed the instructions here: https://www.youtube.com/watch?v=GP3bv--m1rg I created a UVMap and after baking, my low poly object doesn't have any textures. I am using v 2021.70. Maybe its broken in this version?? Edited November 10, 2021 by Grimmy Quote Link to comment Share on other sites More sharing options...
Advanced Member Yousung Posted November 10, 2021 Advanced Member Report Share Posted November 10, 2021 This post was recognized by Carlosan! Yousung was awarded the badge 'Helpful' and 1 points. I'm doing well. (70 version) I don't know what the situation is. When preparing for baking, did you make enough adjustments to allow the cage to project the high-poly mesh? When the cage fails to project the high poly mesh, you may get a gray (nothing) as shown in the picture. Quote Link to comment Share on other sites More sharing options...
Advanced Member Grimmy Posted November 10, 2021 Author Advanced Member Report Share Posted November 10, 2021 (edited) I played with this and made several attempts but always I get the grey texture. One thing in my version I noticed is that Toggle Ghosting doesn't actually do anything. I can see in your version that the cage is actually ghosted. I've tried recreating a new retopo mesh manually and re- auto topologizing again and again but always get the grey m untextured mesh. Its taken me all day for what I thought was a simple click. Edited November 10, 2021 by Grimmy Quote Link to comment Share on other sites More sharing options...
Advanced Member Grimmy Posted November 10, 2021 Author Advanced Member Report Share Posted November 10, 2021 The .3b file is here should anyone want to see if this works for them. I am completely road blocked now. Hopefully someone can help. Thanks Quote Link to comment Share on other sites More sharing options...
Advanced Member Solution Yousung Posted November 10, 2021 Advanced Member Solution Report Share Posted November 10, 2021 This post was recognized by Carlosan! Yousung was awarded the badge 'Great Support' and 1 points. I hope the translator works properly... I will attach a video separately later. [ Data attached by the author ]Paint Room : Paint data (you said highpoly...)Retopo Room : Retopo Data (Low Poly/Unwrap - X)Sculpt Room : very small mesh data (can't bake!!) [ It should be like this... ]Paint Room : Bake ResultRetopo Room : Retopo Data (Low Poly/Unwrap - O)Sculpt Room : High Poly Data Note: 3DC workflow Sculpt Room(Highpoly) -> Retopo Room(Lowpoly&UV) -> (Bake) -> Paint Room [ what needs to be solved ] - Need to send paint mesh(Highpoly..) data from Paint Room to Sculpt Room. - You need to unwrap the Retopo data in the Retopo Room. - And since there is a hole in the mesh, you have to block it. [ Please follow the steps below ] Back up your data first From the top menu in Sculpt Room 'Geometry - Take subdivided paint mesh into the sculpt room' The layers will not be preserved, but will bring the paint mesh as close as possible. The data will be treated as HighPoly for baking. Go to the Retopo Room and do low-poly UV work and bake Then the high-poly data will be baked into the low-poly data. Quote Link to comment Share on other sites More sharing options...
Advanced Member Yousung Posted November 10, 2021 Advanced Member Report Share Posted November 10, 2021 I am attaching the video here. There is one problem with this method is that the layers are not persisted. I don't know if there is a way to switch to a sculpt mesh while keeping the layer, but I don't know for now. Sorry, I need to test this part too. Quote Link to comment Share on other sites More sharing options...
Advanced Member Grimmy Posted November 10, 2021 Author Advanced Member Report Share Posted November 10, 2021 Thanks. In the end I started from scratch I re-imported the model and re-textured. This time everything worked and the per pixel baking worked fine.. Maybe the file was corrupted or something? Quote Link to comment Share on other sites More sharing options...
Advanced Member sprayer Posted November 10, 2021 Advanced Member Report Share Posted November 10, 2021 This post was recognized by Carlosan! sprayer was awarded the badge 'Helpful' and 1 points. It works fine, nothing change Quote Link to comment Share on other sites More sharing options...
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