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Sculptmesh to Paintmesh problem


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Go to solution Solved by Carlosan,

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Hi,

I am new to 3d Coat and ran into an issue with baking my sculpt into the paint room.

I started work by making a Basemesh (humanoid character) with UV maps in 3DS Max and imported it via the Paint UV Mapped Mesh (Per Pixel) Option.

After that, I sculpted with the Auto-Subdivde in the Brush Parameters. I then started the baking process (I imported the mesh from the paint room) with Normal Maps + Flat Displacement so I could paint in 3d Coat, but every time I'm done with the outer/inner scan Depth my Mesh loses stuff and gets These weird glitches.

 

Am i doing something wrong in the Workflow, or is my scanning not good enough for the baking process?

I try to capture all the Details, but i find it impossible to capture the inside scan Depth of fingertips because it always overshoots a bit.

Is there a Solution to this, or even a different way to get my sculpted Details into the paint room while keeping my UVs?

 

I would like to show Screenshots but the Insert image from URL is not working for me.

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Without an image is hard to tell where will be the issue.

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check if view > show voxels on paint room its turned off

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can you share the model to take a look by PM ?

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How were your steps

Do you send the model from Paint to Sculpt using this command ?

image.png

And get it back with this other ?

image.png

 

Select the in/out cage that cover all the model

image.png

 

Some zones need scan depth fine tuning, on this step use depth altering brush

image.png

image.png

 

After baking process, a popup appears

image.png

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What I found:

Hands -as example- has few space in between fingers to create a proper bake cage that works without issues

image.png

You can see there is a lot of waste space, and some islands are very small to keep texture pixels baked. 
Uv islands must cover all the 0,1 UV space to get good baking results.

image.png

 

Color on UV islands.
UV islands are color-coded to indicate their texel density: grey for properly scaled islands, red for those using too many pixels, and blue for those using too few. 

image.png

 

The seams need to be redone to adjust the texel density and make all the islands grey.

 

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I go in the Retopo Panel and copy the Mesh from the Painting room.

 

728713334_Screenshot2025-02-16143719.thumb.png.9b4d81a45bb6c477eb2d4c97d271ad41.png

 

after that i bake with normals and displacement.


869860382_Screenshot2025-02-16143733.thumb.png.c918906c5e38bf650264ac992bd1ce35.png

 

I mostly tried to follow this tutorial:

 

 

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Sure, use retopo room for that.

Will be better to import the base model on retopo room to redone the UV mapping.

And Retopo mesh to Sculpt mesh on Sculpt.

image.png

Sculpt details on the mesh and Bake from Retopo room into a fresh model for painting step.

 

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