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  1. I'm happy to report that equalizing the UVs worked (see image below). The key was also to check "Keep UVs" on the bake object option. Otherwise, the software automatically generates the UVs that get stretched (see first post).
  2. I am in the process of baking objects that are all UV mapped (using the "bake object" command). Everything works fine except for one specific geometry: Whenever I have a simple rectangular shape with one side higher than the other, the "slope" face of the object is stretched (see images). I have tried changing the UVs multiple times but to no avail. Do you guys have any idea why that is and how to avoid it?
  3. Ah okay I see, thank you! Is there any other possibility to do the same thing where C4D actually changes the UVs so that it translates to obj files? I have a few large scale models and my textures are nowhere near high-res enough, unfortunately. But I guess if objs always use the 1:1 UV space this isn't possible?
  4. I have started to use multiple UV tiles when texturing my objects (see attached image). I need to export the models as .obj files and convert them to .gltf files. However, when I open the .gltf file the multi UV tiles are ignored and everything is treated like one big texture, i.e. there’s only one single texture face applied to it, which is of course extremely stretched. Is it possible to get C4D to treat each UV tile as its own separate texture face when exporting to obj?
  5. Thank you for your answer Vertex Helix! I have attached a picture of what the render view looks like after baking without GI and AO applied in the render settings (I chose a small file for testing purposes, this is why it looks so pixelated). It looks alright I think, there’s a few UV mistakes that I need to sort out, but otherwise it’s ok for what I want to use it for. Oddly enough, the lights are blown out and the color changes when I use the 3D model in A-Frame (see second image below). This is after exporting it as an obj and then converting it to a gltf object. This is probably some kind of conversion error that I need to figure out… I’m not sure though what you mean by baking the light 'just with the surface Color' option? I have attached an image below, there is no surface color option as far as I can tell. Are you maybe referring to the bake texture option? Would you recommend using a game engine rather than C4D for lightmapping the model? I have some experience in Unity and access to the software. I thought about exporting the 3D model from C4D without any lighting as an fbx file, import the file in Unity and do all the lighting and lightmapping inside Unity. Is this a better workflow than doing it inside C4D?
  6. I just finished a 3D model of an apartment that I need for a virtual reality tour (I use A-Frame to do that). For a better performance in the VR tour, I want to avoid rendering the light in real time and rather bake the light information onto the model in C4D, including global illumination, color mapping, ambient occlusion, shadows, etc. My model has many different objects (floors, walls, doors, etc.) and different lights to illuminate the interior (sky, area lights, spot lights, etc.). The goal is to have the model as a single .obj file with the .mtl file referencing the baked texture. I searched the internet but but I’m still unsure of the best way to achieve this. These are the steps that I wrote down after watching a few tutorials and that have worked for me using a few cubes just for testing purposes: UV unwrap each object Select all objects and click on 'bake objects' Set up the bake objects option (check ambient occlusion, illuminate, single texture, etc.) Click on bake However, the tutorials that I have watched and my test only contain a few cubes. Is this process even possible with a more complex model? I feel like I’m in way over my head. There are other tutorials that follow different steps, such as using 'bake texture' instead of 'bake object' and connecting all objects into a single object. Would you recommend the steps that I have outlined above or is there a better way to achieve what I want? As a visual aid, I have attached below a picture of the model in VR (without any lights) and a picture of the render view in C4D (what I would more or less like it to look like in the VR tour). Thank you for your help!
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