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Everything posted by Mervic

  1. If you're going to use Substancer Painter for texturing, you don't have to worry about the best UV layout at this moment. You have unwrapped your mesh, you flattened the UVs and you arranged the UV islands without any overlapping. That's enough for now and you could start with Substance Painter. There are many nice features in Substance Painter that helps you to get the best results: Because of its non-destructive workflow you can reload the mesh in your Substance project with a new, improved UV layout everytime you want to. All the texturing work you have created so far will then be updated. And probably you will do so when you're facing some issues with your current UV layout. E.g. the margin value in Rizom UV is set to 2 pixel. This might be ok if you want to have an output texture size of 256x256 pixel. Pretty sure you want to have a 2K or 4K texture size so you will increase this value. Same goes for the spacing value between your UV islands. A spacing of 4 pixel is very low when you finally bake out your texture maps. But don't do this now, leave it the way it is. Again: you can refresh an improved UV layout every time you want. Same for the size of some UV islands: You will notice that even with a texture size of 8K, some elements of your mesh don't get that amount of detail you want to. E.g. the middle part of the sword handle. You probably will use some leather or fabric material for this. With the existing size of these UV shells it's not possible to capture all the details. So you will come to the conclusion to enlarge these both UV islands and reload the mesh. A.s.o. / a.s.o. Compared to Photoshop or BodyPaint, Substance Painter is really great for those texturing jobs, but you will have to invest some time to understand how it works to get the best out of it.
  2. If the length of the edges where you want to have the additional points is the same, you can use the Edge Cut tool: In edge mode, select one of the edges where you want to create an additional point. Right click and choose the Edge Cut tool. In the tool options, with Subdivision = 1 and N-gons unchecked, use the Offset function to place the additional point where you want it to be. You have to know this value isn't absolute but in percentage of the edge length. For the second edge, repeat this process and use the corresponding difference percentage value. Create the diagonal cut to the adjacent polygon and finally disolve both unwanted edges.
  3. Looking at your scene file, there are these things I'd like to mention: - About the seams in general Before baking textures it's necessary to think about the so called pixel border (in some applications called padding). In the texture baking dialog the default value for the pixel border is set to 1. This might be enough if the texture output size is 256x256 (default). But if your desired texture output size is 1024 x 1024 pixel, it's necessary to increase the pixel border value to e.g. 10. This fixes the seams issue by creating an additional, stretched to 10 pixel width, texture data padding around the UV islands. Always provided there is enough free space which can be used on the output texture map. The areas marked with red arrows are showing some UV polygons touching the edge of the UV space, or some are very close to the edge. This is not good, even the largest pixel border setting can't solve this. All texture data for this areas captured by the baking process will be ignored and this might cause some texture mapping trouble. So just move the UV islands slightly away from the UV space border, increase the pixel border value and bake again to solve this. Btw.: The Supersampling setting in the baking dialog can help to improve the output quality (Anti Aliasing) of the generated texture map(s). Unfortunately it also dramatically increases the processing time. If your output texture map looks pretty jagged, set the Supersampling value e.g. to 2 and compare the results. Or just choose a much higher resolution for the output file, manually optimize these areas in Photoshop and scale the whole thing down at the end. - About the normal map As far as I know, the normal map baking requires a second, higher resolution mesh, to capture those surface details you wanna bake. Since I don't have access to a computer with R19 at the moment (I'm still on R12 and its baking options are unfortunately absolut outdated), I have to guess for the right baking settings. Must be something like this: for the output texture options: "Normal" checked, usually a source mesh has to be defined, and in most cases "Tangent space" for output has to be activated. - About the UV layout: I do not see the need to cut the mesh in this "pacman style". A simple loop cut to get two "donut halves" would be enough. illustration: https://i.imgur.com/58QekJ6.jpg Hope this helps
  4. Maybe this way... https://i.imgur.com/CVsvSKc.gif
  5. In addition to the traditional methods of manually creating a retopologized mesh (that can be time-consuming and cumbersome), you could consider to tryout the free and portable Instant Meshes app or the free (and complicated) MeshLab app. But in my opinion, it would be best to use ZBrush (if avaliable) to do such a job in the shortest possible time. Especially with scanned models and their usual problems, I am always surprised how simple and fast that can be done. A typical and simple workflow is shown here: https://i.imgur.com/tPCzZin.jpg
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