can't seem to bake uv map for this lobster claw
Hello, I made this lobster claw in Blender following a number of Blender for Second Life tutorials but when I got down to the last stage I can't seem to get it to make UV map. When I click Render> Bake Scuplt Meshes and then press bake I get an hour glass that never goes away and then when I close the window it gives me an error message. I've experimented with basic shapes like cylindars and spheres and they all seem to work. Is there something wrong with my sculpture?
I started with a mesh sculpt cylindar for SL and I'm using one prim for the whole object.
Any suggestions?
Thanks!
| Attachment | Size |
|---|---|
| lobsterclaw4.blend | 336.75 KB |

It fine
For me it worked perfectly well... a few things need to be added for it to look completely right but overs all GJ!!!
Remove the subsurf modifier
The subsurf modifier is not needed, it's blocking multires from being used too, so remove it.
There are no problems baking it though. If you are on a Mac, search for Fizz's workarounds to the problems there.
Need emergency help with UV map baking...
I am having a problem with some of my items not making a UV map either. I have posted this problem in another thread, but I'm not getting an answer. I made a shark tooth, for a necklace I need to have build in SL. I made a couple of tries and didn't like the outcome. When I finally sculpted it to this, I was unable to get the program to update the UV map. Further uploads into SL produced the exact same tooth shape, the UV map will just not change. If anyone knows what might cause this, please let me know. Thank you.
SAME ISSUE - DISGRUNTLED :-(
Hello, I have been working extremely hard on making an animal head and was finally pleased with my results in Blender. I cannot bake the UV Mesh. It worked on an MUCH EARLIER version of the same Animal head. I have probably put 2 full days into the newest modifications and cannot generate the latest Map. I don't know what things I can check .. I tried re-loading the image, creating a new one, removing the modifiers, re-starting the program, exporting to a 3ds file and re-importing the object, assigning a new image and re-baking. I am at a loss, any ideas what I could try?
DISGRUNTLED (2)
Btw, FYI I'm using the Jass 2.0 installation of blender.
I'd guess that you have
I'd guess that you have borked your UV-map. If you add your .blend file for inspection i can take a look into it. BTW: Jass-2 simply includes the primstar scripts and blender. so i doubt that Jass-2 is the cause of your troubles.
I have had this same problem
I have had this same problem upon just installing it, but I found a workaround. I am on a Mac and my Blender version is 2.49b. I had a clean install as well.
What I did was this: I applied the Subsurf modifiers to the mesh that were there upon creation of the sculpt mesh, and then I unwrapped the UV in Edit Mode. After that, I tried a rebake and only seconds later, got a new sculptie map.
I'm going to test it in SL and see if I get the desired results. Hope this helps anyone, or helps the devs to get insight into any issues that might need a fix.
Unwrap is a step in the right direction...
Unwrap is a step in the right direction, but didn't qiute work for me.
Here's what I have run into:
v2.49b, Win 7 64bit 8GB RAM, EVGA 9800 GT
I have no idea how I did it (noob!). When I "Bake Sculpt Meshes", in Edit Mode what appears in the Image Editor is a blue dot-textured square with 4 vertices and 4 edges, and in Object mode it looks like it's only baking one single giant pixel or something. Huh? I don't know!
Working off of Anonymous' suggestion of Unwrapping (3D View, Edit Mode), that did actually make a big improvement, but the UV map is all mangled, not border-to-border regular squares in the Image Editor as one would like. And selecting the various different styles of Unwrap I can get various different, if interesting, mangled UV maps. But without the prescribed 64x64 regular squares, it's not much use. Maybe I just don't know what I'm doing (and by maybe I mean definitely).
But then, just as I thought all hope was lost...I switched to Object mode and saw under Object / Scripts a script called "UV Copy From Active". DUHR! Oh, and "YAY!"
First, add a new Sculpt Mesh, doesn't matter what shape, say a cube. We can assume this new Sculpt has a GOOD UV map on it! Now select your messed up Sculpt, the shift-select the new sculpt, and run the script Object / Scripts / UV Copy From Active. You should immediatey get a messages saying "UV Copy Finished" and your sculpty with the messed up UV now has a good one.
...that is of course, assuming you have the same issue I had. I still have no idea HOW I got into that mesh (Ooh no! Puns?? Really?!?!).
Good luck.
This is obviously a bug. I
This is obviously a bug. I have the same problem... it is totally random... sometimes it bakes the mesh sometimes it doesn´t. If anybody has any idea it will be welcome. Thanks.
Obviously user error..
Unless you can provide proof of bugs, it's generally unwise to scream bug! Computers are very good at doing the same thing over and over, so if something seems random, it's usually something the user is doing. Without a way to reproduce a problem, it's pretty much impossible to help. So please detail things like operating system, Blender and Python versions (including whether they are 32 or 64 bit) and attach a blend file that shows the problem. Without those you might as well shout "wolf" as "bug"
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