Sadly now I have to deal with the distorted mesh now (different post) in this workflow. I now imported the 3ds Max made low poly mesh into Retopo room, unwrapped it and merged it into Paint room so that I can separate the UV sets in the UV room, to then export it as tiles so that I can re-import it into Retopo room to do the final merging. So here it is official: Baking and Merging wih multiple UV maps is possible and most what I said before should be regarded as blabbel. And yes, stupid me, it was the problem in front of the screen. This led me to further testing if the imported retopo mesh maybe was not tiled. the texture seems to be in the same place as the two overlying UV sets. Is it possible your textures need to be flipped vertically? Which is why they have to have their own separate images and separate uv maps for quality purposes. The pixel loss for textures gets worse for every object that is added. If you notice the last picture the pixel loss that occurs with only 2 objects. That is because they share the texture space and overlap. That when painting on the ball the same strokes appear on the floor. right now 3dcoat just packs it all into one image. Just need separate texture images for separate objects with separate uv maps. So if I try to paint goes on the floor and part of it on the ball and vice versa. it merges the 2 objects uv maps into a single uv map even if you maintain uvs on import it still treats it like one uv map. But if the floor and sphere are imported into 3d coat. And because of this they cannot share the same texture image because the UV for the floor and the sphere have overlapping UVs. The sphere is also unwrapped and it fills the entire space. It doesn't take up a quadrant or a corner. The floor is unwrapped and and when you look at it uv map. does it still export 6 images or just 1 color image? Why does it give me the option to have a texture for each object when in fact each object's texture is simply getting packed onto the uv space. Why even support multiple shaders if it all gets packed into the same uv mapping space, that feature shouldn't even really exist because it doesn't do anything. Does the 3dcoat community just not make rooms or something? This is absolutely ridiculous. It just amazes me that this thing is approaching version 4 and it can't do this. And that is not to mention the rebuilding of the shaders in the 3d application for each object but that is something else. that is 99 steps of importing and exporting that will need to be done in order to texture a room. I am going to have to that 3 step process for all 33 objects. So if I have 33 objects in my room that need to have their own unique textures. ![]() Not having the ability to paint a room all at once basically means I have to spend a bunch of time exporting and importing and exporting again from 3dcoat. The user has to export each and every single piece of geometry that is supposed to have it's own uv map and texture. ![]() It only handles one texture image at a time that only has color depth specular.Ĭurrently. I am a bit surprised that 3dcoat does not support multiple texture images at a single time.
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