When I utilize sculpting, specially when I pull polygons up I see the UV shells get stretched or squeezed. This becomes evident in the rendered output. How would you solve it?
Sometimes when you sculpt and the normal and displacement maps are generated, in the rendered product you see totally deformed object. How you can avoid this? What has been wrong?
Baking a normal texture seems to be really time saving. The idea is the software determines the look of the texture and makes a one time render and applies it to all the upcoming render frames of the animation right? How can I utilize this feature?
I have seen normal maps that generate very deep cavities in the rendered objects. How do you create such? Do you need further editing of the normal maps other than what the Normalizer does?
Hi Janne...I looked into the scene. The problem is with your Displacement channel settings. You have cranked displacement strength all the way up and it creates those grits in render. Set strength to 25% and you are good to go..pleasure helping you! good luck!
Alright, that's not really the desired effect. I want it to be an exact copy of the sculpt. Also .tga only allows up to 8 bits. Rendered them in 1024*1024 in .tiff so 32bits. It works fine now! My only issue now is that I did this before I made the UV's. I can't go in and do the unwrapping wizard because this unwraps it differently then the baking did and so the displacement is not in place anymore. How or where can I find the UVW template that the displacement and normal map use?
The optimal cubic mapping was on when baking textures in this scene, but still the stretched texture exists.. And I tried sculpting after running UV/ material wizard in BP3D...I dont see UV deforming...actually if UV deforming takes place while I sculpt, it should solve this..what seems to be the wrong am doing here..could you check the file and play around? Thanks!
If you wanna see the deformation on the UV right click on your model >> Current State to Object. This will create a new object and UV that has all the stretch and deformations that you did using sculpting; the problem with this is that depending on your model you may end up with an object with thousands of polygons.
if, on the other hand you Bake your object, you will be using Normals and Displacement to create the illusion of a high Poly mesh using a low poly object, so this does not affect your object polygon nor its UV.
My recommendations for Sculptind are:
-Work with your UV's Before start Sculpting, UV Wizard it is not always a good choice for Good UV's, specially with complex models, you may need to do it manually.
-Create Low Res Base Mesh with a UV already edited and you will not need to turn On Optimal Mapping.
-Bake your Sculpt Object using 32 bits and using 2K Resolution or Higher (all depends on your model).
In some cases you may want to bake down to the second or third subdivision level, too, instead of baking all the way down to the lowest level. That way, if you're using existing UVs, the resulting UV maps will be closer to the displaced result.