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Can't find my mistake. Workflow/3D Coat.

polycounter lvl 6
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robinmcdiarmid polycounter lvl 6
Hi guys, please take a look at these images and tell me where I went wrong. I had no problems until it came to creating and exporting the albedo from 3D Coat.

Workflow: LP & UV (Maya), HP (Zbrush), Bake (xNormal), Texture (3D Coat).
Below are the LP and HPs, a combo of LP UV, normal and AO, and then the Albedo from 3D Coat.


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  • SebastianBielecki
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    SebastianBielecki polycounter lvl 4
    As far as i can see your abledo is painted on different UVs. Honestly it is hard to say where you made your mistake. Maybe you had 2 versions of low poly with different UVs?
    Those on the bottom have most of the UDIM empty - it looks like dafault UVs.
    I don't think it is software mistake - those UVs are totally different :)
  • robinmcdiarmid
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    robinmcdiarmid polycounter lvl 6
    Is there any way of bringing the correct LP UVs into 3D Coat and onto the painted model? If not, do you know how I might be able to bring in the HP again but with the correct UVs? (The HP is sculpted directly from the original LP)
  • SebastianBielecki
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    SebastianBielecki polycounter lvl 4
    You have Low poly version with UVs, correct?
    On that Low poly version you baked maps from HP using xNormal, correct?
    HP don't need UVs - it is used only for baking (well, most of the time).
    If so, then in 3d coat you need to open low poly (for paint UV mapped mesh per-pixel, the same low poly you used for map baking) and in textures menu: import baked maps (usially it is AO, curvature and normal map, at least for me, depending on the workflow you have/need those might be different). They all will be imported on seperate layers, then you have to paint texture again.
    In my opinion you made a mistake - you used different LP version for baking maps and different for painting the texture. This is only my specilation, cause you have 2 totally different UVs.

    Generaly simplest workflow is:
    HP mesh -> Retopology (LP) -> UV -> baking maps -> paint texture
    You can do the opposite - take LP mesh duplicate it, subdivide and add manually small scratches and dents and all that - everything that won't change silhouette too much so you don't have to modify Low Poly.
  • robinmcdiarmid
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    robinmcdiarmid polycounter lvl 6
    Is there a good workflow tutorial out there that can show me how to start with a HP and get it down to a low poly after?
  • SebastianBielecki
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    SebastianBielecki polycounter lvl 4
    Workflow is pretty simple -  create your high poly model first and then retopology it :) I don't use 3dCoat a lot - i'm making retopology in max mostly.
    Your workflow was good - you just mixed models :)
  • robinmcdiarmid
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    robinmcdiarmid polycounter lvl 6
    Okay thanks, I thought I only had 1 LP and the cage, I must have used an old export before uvs or something haha, thanks a lot for your help friend!
  • SebastianBielecki
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    SebastianBielecki polycounter lvl 4
    :D happy to help, if you' still have problems let me know!
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