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[Blender, Crash 2/3] Baking texture + vertex colours w/ seperate UV maps, alpha
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It's been a long time, but I have tried to do this again.

I disabled texture filtering and corrected rendering errors.
I taught myself how to map UVs in Blender, and now each vertex colour is mapped to a single 1024x1024 texture, seperated first by colour and then logically.

[Image: 6jRlfZD.png]

(It's not pretty, but it is packed for maximum island size).

I also optimised the textures sheet size and corrected the incorrectly exported textures, and corrected the UV mapping to fit over the entire of each texture.

But I've come to the conclusion that I'm still no further to my end goal since my last attempt.
At least I know exactly how to explain the problem now:
  • I cannot fix the overlapping vertices in the UV map of the textures without duplicating and modifying those textures several times in the sheet.
  • The sheet is too small for an accurate bake of the vertex colours onto the textures.
So my options are:
  1. Bake the textures into the baked vertex colour texture (with transparency for the eyebrows)
  2. Export the model into a format that supports two texture channels and UV sets (one for the vertex colours and one for the texture sheet), and blending between those texture channels.
And I don't know how to pursue either.
Whatever the case, I think including an optimised version of the PLY model in the submission would be a good idea.
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RE: [Blender] Baking Vertex Colours & UV Texture Simultaneously - by Friedslick6 - 08-15-2017, 04:09 AM

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