Hi all,
I've got a messy hi-poly truck generated from an automatic meshing of about 500 photos (using Zephyr- pretty cool!)
The mesh itself is pretty bad but the textures are great! I've made a few low poly parts and would like to bake the nice textures onto said low poly models.
Using the rop_games_baker I get a blank render.
The trouble (I think) is that the hi poly mesh has 5 different materials (each with it's own texture) on it. Since it was automatically generated the divisions are pretty random. I think the baker rop looks for point or prim color and right now all of the color data is just from those texture maps.
So, is there way to get the color from the multiple textures onto the prims or points of the hi poly mesh?
I've seen a few examples of getting a single texture into point color but I've got 5 all on the same mesh!
From there I think I can use the baker rop as expected.
Feel like the answer is really obvious…
Thanks!
Baking Hi Poly Mesh Textures to Low Poly Mesh
1957 1 0- The3DStig
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- Pornozbyt
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- Joined: April 2023
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The3DStighttps://www.youtube.com/watch?v=5jtOMCAp1jc [www.youtube.com]
Hi all,
I've got a messy hi-poly truck generated from an automatic meshing of about 500 photos (using Zephyr- pretty cool!)
The mesh itself is pretty bad but the textures are great! I've made a few low poly parts and would like to bake the nice textures onto said low poly models.
Using the rop_games_baker I get a blank render.
The trouble (I think) is that the hi poly mesh has 5 different materials (each with it's own texture) on it. Since it was automatically generated the divisions are pretty random. I think the baker rop looks for point or prim color and right now all of the color data is just from those texture maps.
So, is there way to get the color from the multiple textures onto the prims or points of the hi poly mesh?
I've seen a few examples of getting a single texture into point color but I've got 5 all on the same mesh!
From there I think I can use the baker rop as expected.
Feel like the answer is really obvious...
Thanks!
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