hmihalis1 Posted July 4, 2019 Share Posted July 4, 2019 Hi there, I'm making some proecural corals for a game engine situation using VDB advection: so of course the highpoly models need to be reduced and have normals and height etc maps baked, but i'm having a bit of a nightmare trying to find a auto UV solution that can create Uvs that don't contain errors, see below a baked AO texture resulting from auto UVs, the errors are even more noticeable on the normals channel: Could anyone advise me on what settings to try in the autoUV SOP? I'm currently using the UV autoseam, I tried cluster but its just crashing my machine. It doesn't matter if it takes an hour+ to generate the UVs for each coral, or should I just abandon trying to autoUV shapes this organic and weird? UV maps are always very confusing for me. Any help at this time is hugely appreciated, H 1 Quote Link to comment Share on other sites More sharing options...
AslakKS Posted July 4, 2019 Share Posted July 4, 2019 Just an idea. It might help if you dilate the vdb, smooth the vdb then try to auto uv -> project it back onto the coral to bake out your maps. Quote Link to comment Share on other sites More sharing options...
hmihalis1 Posted July 4, 2019 Author Share Posted July 4, 2019 Thanks @AslakKS, do you mean to smooth the low poly VDB? should I try to make it slightly bigger than the highpoly one? Quote Link to comment Share on other sites More sharing options...
AslakKS Posted July 4, 2019 Share Posted July 4, 2019 Yeah. Basically, just dilate it out so that you can use the ray sop to project it back when you got acceptable UVs. Auto uv set to cluster with a low number of cluster has worked well for me in the past. Might also slice up your mesh and the UVs one piece at a time. Quote Link to comment Share on other sites More sharing options...
hmihalis1 Posted July 4, 2019 Author Share Posted July 4, 2019 amazing thanks so much - i'll give it go Quote Link to comment Share on other sites More sharing options...
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