Hello there,
I am trying since weks now to understand why I am getting weird results on my normal bakes.
I am taking the lowpoly OBJ from a game where you can download them to reskin them, the UV map is already done.
The Lowpoly mesh looks like that:
I want to add different details to it, So I tryed many ways to make it Highpoly inside blender (remesh, subsurf, etc), so my highpoly mesh is looking like that:
With that result, I want to bake my HighPoly to my lowpoly, and I am always getting a weird result :
As you can see, there is a square that seem to be overlapping with my added texture, and I don't know what could be causing this.
I tried to bake the same HP/LP on other softwares too, but I have the same kind of result.
Would anyone know what I am doing wrong here ? I think I may do something pretty wrong in the process but at this point I can't figure out what.
Thanks for reading, hoping that someone will be able to help on this
Shaia
EDIT:
While checking the Lowpoly UV map, I notice that the kind of rectangle is here too. So I guess that this UV map is creating those weird effects on the bake, but I have to upload the textures applied to this particular UV map to upload it to the game.
Replies
I'm very impressed that they're as unfucked as they are tbh so I salute whoever implemented the remeshing.
Im not familiar with blender but it may be possible to reproject UVs from the original mesh onto your remeshed version - it would be possible in Maya and maybe possible in max so there's a good chance.
The UV here are the base UV from the low poly mesh, I duplicated the low poly to remesh it to be able to bake high-poly to low-poly, that's why UV map is intact
You need to fix UV overlaps just for the lowpoly model you use in baking. Since you are making a new texture set, the lowpoly mesh doesn't need to be exported, only the texture layout does.
How to offset the overlaps before baking:
http://wiki.polycount.com/wiki/Texture_Baking#UV_Coordinates
Edit: I did a quick try and moved the overlapped part outside of the UV square, it appears that those overlapped parts are the middle of the front panel's chest (inside), and that's most likely what is causing the bake wrong result.
So I moved it out and tryed again but I am getting the same result here, most likely because that inside part is missing and the border of it somehow inflate and overlap my front texture:
Would you know a way to avoid that behavior so the "UV hole" doesn't create weird results on the bake?
If the latter, then do as Ghogiel says, that's the best way.
However if it's the former, you must preserve the existing texture layout; if you re-uv or change smoothing, it won't work on the existing model. To capture a proper bake, you must have zero overlaps inside the UV square. Is there a way in Blender to select all overlaps?
@gnoop I tried that in the meantime but the result was indeed very wrong.
I begin to think that may be too complicated for my level
You moved one of the overlaps outside the 0-1 square (orange island here), but you didn't move it exactly 1 UV unit. This means it won't be mapped correctly in-game, the texture on that orange piece won't line up anymore.
You also need to move the overlapped islands I am pointing out with green arrows. I can see they're overlapping because the edges are going under each other. You should select the whole island that's underneath, and move it exactly 1 unit on the U axis.
There may be other overlaps we can't see so easily, because they may match exactly with the top island, causing no shadowing. That's why you need a tool which selects all overlapping UVs.... if you use a tool like that, then you can deselect one of the overlapping islands (so it will stay put) while you move all the other overlapped islands.
http://renderhjs.net/textools/blender/
The mesh itself isn't too complicated, I'll give it a try by tomorrow, I think I understood it now, just have to figure how to move by exactly one UV unit
This Textools seems pretty good too!
EDIT: Miss sorry
Special thanks to @Eric Chadwick for your help!!! The bake went perfectly smooth once overlaps are gone
Thanks again and have a great day!
Shaia
Also, pior has offered to take a look at your meshes & process. Even if you feel like you're done with this asset, I would recommend taking him up on the offer. pior has a ton of skill and knowledge, don't miss out on a great opportunity!
I checked at your workshop submissions and wow, what an amazing job you did!
I am sending you the OBJ file with private message.
@Eric Chadwick no the straps are not supposed to be doubled, but I was happy enoough to have this first problem solved
[edit] Anyways :
Might also want to link to the original public model as provided by the game studio.
https://file.io/ATwKsGaw8gKb
Here is the public .OBJ model provided by game studio:
https://file.io/XxoS7rCZbnyo
To update on this case, I managed to get this bake done properly with a custom cage:
Now everything seems to be working just fine!
Thanks again to all of you, you rock!