I'm probably just doing something dumb, but hopefully someone can clear this up for me, or explain where I'm going wrong. I'm just exploring the Apply UV Set tool so I understand it, and .. well despite it appearing fairly idiot-proof, I must be going wrong somewhere.
Here's my workflow...
1. Create sculpt object.
2. Retopo it, and create a UV map..
3. Bake with Normal map, and send it to Paint room...
4. Start my texturing (just a plain shiny material here which will show my problem better in the final step...
5. Realise "Oh no, I've done a rubbish job on my UV map, I need to fix it..." So into the UV room, and add some different edge loops and create a totally different UV layout.
6. Use the 'Apply UV Set' tool knowing that all my textures will be safe when I go back to Paint Room to continue work there...
...But oh no. While the RGB textures have been perfectly rearranged to fit the new layout, there's some artefacts in the normal map, where the seams used to be. How do I avoid this? Or do I somehow need to rebake the normal maps from the sculpt mesh into the retopo with the new UV layout?
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DMG
I'm probably just doing something dumb, but hopefully someone can clear this up for me, or explain where I'm going wrong. I'm just exploring the Apply UV Set tool so I understand it, and .. well despite it appearing fairly idiot-proof, I must be going wrong somewhere.
Here's my workflow...
1. Create sculpt object.
2. Retopo it, and create a UV map..
3. Bake with Normal map, and send it to Paint room...
4. Start my texturing (just a plain shiny material here which will show my problem better in the final step...
5. Realise "Oh no, I've done a rubbish job on my UV map, I need to fix it..." So into the UV room, and add some different edge loops and create a totally different UV layout.
6. Use the 'Apply UV Set' tool knowing that all my textures will be safe when I go back to Paint Room to continue work there...
...But oh no. While the RGB textures have been perfectly rearranged to fit the new layout, there's some artefacts in the normal map, where the seams used to be. How do I avoid this? Or do I somehow need to rebake the normal maps from the sculpt mesh into the retopo with the new UV layout?
Regards,
Derek
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