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Issue with replacing mesh two-days into painting.


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Hi! 

I recently spent two days hand-painting a game character only to realize the mesh was missing teeth and some other meshes.

We now have a new mesh outside of 3DC with different UVs and topology which needs to replace the old mesh within 3DC so we can continue working on it. I cannot afford to re-paint the newly imported creature by hand again, is it possible to somehow re-import the new model and retain/bake the paint layers of the old?

 

Another texturing tool, Substance Painter, allows you to re-import any mesh with a 'preserve strokes positions on mesh' setting so the new model retains the paint layers correctly despite differing UV or mesh topology. Is there anything similar in 3DC I could do?

 

I've been told the Texture Baking tool in the paint room is the solution, but it appears to do nothing at all.

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  • Member

Getting closer!

 

I think the texture bake tool would work, but now something is really wrong with importing the new model! I'm not sure why this error would occur.

The yellow image is what 3DC is importing, looking at the render shows only the newly added parts of the head were unwrapped for some reason, and then 3DC tried to texture bake the entire character onto that?

For context, this grey image is what the same model's UVs look like when imported into Blender. 3DC's import should look like this one.

 

Any ideas on what might cause 3DC to misinterpret UVs on import with the default settings?

Screenshot 2023-02-11 141516.jpg

Screenshot 2023-02-11 140112.jpg

Screenshot 2023-02-11 141621.jpg

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I managed to fix the issue! It turns out the fbx export still has the issue, but obj files are OK.

 

Now that the new mesh is correctly in 3DC, I tried the texture baking tool with these settings and it is outputting a blank/grey maps (as opposed to my hand-painted texture). I was following along with the video you posted earlier, but it appears I am doing something wrong.

SDMatTest_Albedo.png

Screenshot 2023-02-12 235735.jpg

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