Member Galnart Posted January 18 Member Share Posted January 18 (edited) I'm still learning to make good UVs on soft surface objects, and there's always weird artifacts when i bake and paint stuff in 3DCoat im not sure if im doing UV's in a way that 3DCoat doesn't like or what's up Edited January 18 by Galnart Quote Link to comment Share on other sites More sharing options...
0 Member Galnart Posted January 18 Author Member Share Posted January 18 Seems to work with this UV setup, i guess the algorithm in 3DCoat isn't a big fan of UV stacking Quote Link to comment Share on other sites More sharing options...
0 Carlosan Posted January 18 Share Posted January 18 Some model parts have staked islands and other parts don't. Before baking just move the extras out of another Polygroup and keep it hide for baking. Move them back after. After baking, when using a normal map doesn't exactly work because the vertex normal are inverted, that step need an extra work. When multiple areas with different normals are mapped to the same UV space, the baked normal map can become inaccurate. Do you need to keep resources ? If not will be more efficient to work with uDims splitting the model uv islands over squares of the UV space. //edit I forgot to said... if you work with staked islands, all islands must be split by seams 1 Quote Link to comment Share on other sites More sharing options...
0 Member Galnart Posted January 19 Author Member Share Posted January 19 Thanks for the advice, Will see if it's better with UDIMS 1 Quote Link to comment Share on other sites More sharing options...
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Galnart
I'm still learning to make good UVs on soft surface objects, and there's always weird artifacts when i bake and paint stuff in 3DCoat
im not sure if im doing UV's in a way that 3DCoat doesn't like or what's up
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