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Order of Baking, Calculating and Texturing


garciiia
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I am currently learning 3DCoat and we got left alone with some tutorial videos and an object to make.

Problem is, the teacher isn't showing a workflow but is always talking about the whole UI, therefore I now struggle a lot with the order of commands.

I built a mug with primitives, sculpted a bit around, went to the Retopo-Room and made the retopo for everything, unwrapped it and all - complex Checker looks good.

But after baking (Bake->Bake with Normal Map (Per Pixel)), I got told that I also need to calculate Occlusion and Curvature. But when? Before baking or after it and what does it do? I have absolutely no understanding for the logic at this part of the project. Where is what. What information does Poly Groups have, the Sculpt Tree have and the Layers? What is relevant for the next steps and what is left behind from now on? It's so confusing for me, because i do not see any connections between the steps.

I was looking for tutorials but they either get in to much details of other things or just show a quick export.

I need to export the textured object into Maya and render it there. But everything else has to be done in 3DCoat. The object currently shows a shader i used, but i don't think it's the real texture yet.

 

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