Bake Quality and Seam Texture Over-Stretching

Few questions...

A.  When I bake my sculptie the sculptie map colors come out looking blocky. In other words, they aren't a smooth gradient. Is there a way to improve the smoothness of the colors or is this just the nature of sculpties? This happens with a fresh sculptie (32x32x0) and even a (16x16x1).

B.  I have a made a cylinder sculptie (32x32x0) and have modified it as needed. I closed off the top and bottom openings by edge loop selecting and scaling to 0 for each side. When I view this in Second Life with a texture applied to it (not the sculpt texture), the texture looks over-stretched from the seam edge loop to the next edge loop inward. Everywhere else it looks fine. I've tried scaling the edges down closer to the seam edge loop to prevent stretching but that did not help. Any ideas?

gaia.clary's picture

Maybe too much variance in the face sizes ?

My first idea is, that some of your faces are much bigger than others. But each face gets the same amount of pixels from the texture. So bigger faces tend to become more blurred... But this is just a guess. It would help to see the surface-texture and the sculptmap. (.blend file ...)

I've attached the examples. I

I've attached the examples. I also attached an example of the bake in case you see something different but basically I was looking for a smooth gradient bake in regards to question A. As you can see though, the colors are blocky. Is this just pixelation? I thought it would be at least somewhat smoother looking.

AttachmentSize
barrel.blend1_.blend 247.86 KB
bake.jpg 33.5 KB

Ok I have messed around with

Ok I have messed around with it some more and think it's become clearer now.

A.  Because it's a 64x64 image I should expect pixelation (blockiness) at that large of a zoom level within Blender. I set the image viewer to a zoom of 1:1 scale and now I can see what it really looks like. I was confusing smoothness with the larger resolution of the image bake. But it makes sense now what I should be looking at.

B.  You were on the spot about there being less faces. I made another fresh example with one side having fewer faces and another side having more face information. The one with more faces certainly represented the actual texture much better within SL.

Thanks for the tip on the faces! Smile

Domino Marama's picture

Blockiness on sculpt map is normal

The blockiness you see is normal, it's caused by finalising the sculpt map to optimise it. You can turn off finalise to get a smoother map if you are baking a library sculpt map for example.

On the texturing problem, have you added a subsurf modifier for the texture bake? If so don't forget to turn off subsurf UVs otherwise the edges of the texture will be slightly moved inwards.

Texture for SL sculptie Blured

hi i have follwed both of the tuttorials of Gaia Clary to texture a sculptie for second life and arrange it in order to fit on the sculptie in world,but the results is a streched texture that wen is loaded in to the sculpted prim is very blured.
i toke some screenshots of what i tough will be relevant to show,im need all the help i can get since im very new on this,so talk to me like if im a baby lol
here are the links to the images:
UV unwrap
http://imgur.com/a/hPrCP#zN9rt
loading the image whit the texture
http://imgur.com/a/hPrCP#vNjhH
Resizing to fit the texture
http://imgur.com/a/hPrCP#Q1wDr
i did all the other face and inside too
this is what i get on the final step
http://imgur.com/a/hPrCP#wcSA0
this is how the texture is showed on the sculptie in world
http://imgur.com/a/hPrCP#ay3Js
i also try to enabled and disabled syncro UV and mesh selection..and same.so please help!

Domino Marama's picture

UVTex baking

It's difficult to see what the issue is from your pictures. It looks like the UVTex uv layout that you should be baking to is wrong. This should look the same as the sculptie uv layer except it will have a higher resolution image assigned. One of the reasons Gaia does the support and I do the coding is I find it difficult not to get technical when I'm talking.

As always, the best way to get support is to provide the problem blend file. It makes it easy to see exactly what is wrong. Please pack any images into the blend if you decided to send it to me.

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