Especially for ambient occlusion maps this is very useful. This is the practice of moving objects and meshes so far away from another so that they don't affect each other during the baking anymore. What we need to pay attention to is intersections within and among the source objects.Ī common way to fix this is to "explode" the objects. In our case by using our own geometry nodes baking setup (More on that in a bit) we don't need to worry about a cage mesh or intersections between the source and the target. The workflow of source-to-target baking can lead to baking errors, especially from intersections. With this setup we'll have the base, level 3 and level 5 separated and baked to be combined later on. But for presentation purposes the contrast has been increased. If this is slowing down the viewport too much it's wise to disable the modifiers for the viewport and only use them in rendering.Ī 'Shape' displacement map side by side with a 'Wrinkle' bump map. This is to make the target and source objects match in subdivision count for baking. This will make sure that on subd level 3 the shape of the source and target match.Īfter that another subdivision surface modifier is added to subdivide the model another two times. The target object will need a displacement modifier with the already baked displacement map of the default resting pose added. The source object got a level of 5 or 6, depending on which the highest level for the detail is. Note: It's important to set the source and target object at the same subdivision level.įor baking the shapes we used the subdivision level 3 to capture every change in the form and silhouette of the face.įor this the target object just needs a Subdivision Surface modifier, while we set the Multires level on the source object also to 3.įor any bump maps, like for wrinkle maps and pore details we instead subdivided the objects differently. The created shape keys are great to use as a target here. Instead we baked from a source object (sculpt) to a target object (base level mesh). This currently can lead to faulty or even completely inaccurate results. Baking Shape vs Wrinkle Mapsįor the displacement map baking we did not bake directly from the Multires modifier. If needed it can be useful to include the original symmetrical base mesh, that was saved from way earlier, in the lineup of exported shapes. For example for Einar in Project Heist we enabled the sculpt layers for wrinkles for all shapes and the default shape as well, because they were slightly influencing the form of up to subdivision level 3. Note: Make sure that the correct sculpt layers are enabled on each shape. Name the new objects accordingly and save them for later rigging. This can then be done for the resting pose sculpt, as well as all other sculpted shapes. This is less accurate and can lead to mismatching edge data and vertex counts." Tip: "Do not use the 'Decimate' modifier for unsubidiving. Using "Unsubdivide" or "Rebuild Subdivisions" will lead to a base topology that has the exact same vertex positions as the high res sculpt, on any vertex they have in common. We need to duplicate the sculpt and apply the Multires modifier (Ideally on level 1 to save time). There's a straight forward way to achieve this. The ideal base is actually one that will have the exact same proportions as the high res sculpt. But this will lead to an inflated result to counter subdivision shrinking. One solution is to use "Apply Base" on the modifier. Since our sculpted shape is defined on the Multires subdivisions we still have a base mesh that is completely unchanged. Exporting Shape Keysįor this step we want the proportions of our high res sculpt on our low poly base. The three different levels of detail side by side in isolation. All these three combined should look exactly like the high resolution sculpt: Workflowīaking requires a bit of preparation to get the desired results.Įssentially we want to get our sculpted shapes separated into three levels of detail. We'll also go into how to mix and correct the shape maps that are created. Go back to the highest level and compare vertex color with that you painted earlier.In this chapter we will finally go into baking ideal displacement maps and exporting corrective shape keys for rigging and shading. Recreate lower levels of density by using unsubdivide option. Paint vertex color ( tested on polypaint in Zbrush, sculpt paint in Blender 3.0A and traditional vertex paint ). Use Multires Modifier and subdivide it couple of times.Ĥ. **Exact steps for others to reproduce the error**Ģ. Multires Modifier while using unsubdivide option destroys vertex color Worked: (newest version of Blender that worked as expected) Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40īroken: version: 2.93.4, branch: master, commit date: 09:23, hash: `b7205031ce` Operating system: Windows-10-1-SP0 64 Bits
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