Bevel baking straight from low poly cuts out an insane amount of time and it is impressive. I can already see workflow change from low/high poly sheneinegens to the same 2 low polys but with different materials. one for baking (different bevel materials) and the other for texturing
I love the idea of this software which is why i downloaded the trial for both 4 and 5 but my cad mesh still doesn't import correctly. Same issue i had with painter. Even when exported from Plasticity with a high output mesh triangulated. It's annoying as i really wanted it to work. Don't know the reason why this particular mesh doesn't work either
What object type are you using. Some when exporting polygons fbx is generally best at maintaining. But some good rules of thumb are from my experience. No Ngons, ensure you remove doubles and the mesh is manifold with no holes. Ensure you have good uvs. You can hit me up on the plasticity discord and drop me the file and I can see if I can trouble shoot it for you.
@@takerefuge3d I guess it isn't a real issue with this mesh as I'm fully relying on Blender plugins to shade this project but I was originally intending on shading in either Painter or Marmoset. I can drop you the file if you want yeah. It won't be sold but I'm damned if I can get a clean mesh that also bakes correctly and don't want to have to retopo either
That's fair, I guess it's still a good learning exercise if you intend on using texturing/baking packages in the future it's handy to know how to trouble shoot these things, often it's a single toggle either on export or in the software, like in this video I forgot to activate multiple materials I do it nearly every single time
@@takerefuge3d lol you'll see the state of the file and know why I don't want to retopo it. I think with all the editing I had to do, Plasticity even though it looks clean render wise creates the worse mesh whatever you do to it. Expect a message in a couple hours lol, thank you
Bevel baking straight from low poly cuts out an insane amount of time and it is impressive. I can already see workflow change from low/high poly sheneinegens to the same 2 low polys but with different materials. one for baking (different bevel materials) and the other for texturing
Absolutely
It’s been a bit difficult to follow along with the extra roughness and the black materials, but it’s super cool! This would save me a lot of time.
Bevel baking alone is a game changer, amazing stuff
I know right
Finally you don't need to remesh or dynamesh anymore.
It’s actually a game changer you can skip making a high poly all together in loads of cases
it is really amazing 😮Thank you from making this video
That's my pleasure!
why does my object becomes black when I change to ray tracing?
I'm not sure, I think ask for help in the discord or could be many reasons.
I love the idea of this software which is why i downloaded the trial for both 4 and 5 but my cad mesh still doesn't import correctly. Same issue i had with painter. Even when exported from Plasticity with a high output mesh triangulated.
It's annoying as i really wanted it to work. Don't know the reason why this particular mesh doesn't work either
What object type are you using.
Some when exporting polygons fbx is generally best at maintaining.
But some good rules of thumb are from my experience.
No Ngons, ensure you remove doubles and the mesh is manifold with no holes.
Ensure you have good uvs.
You can hit me up on the plasticity discord and drop me the file and I can see if I can trouble shoot it for you.
@@takerefuge3d I guess it isn't a real issue with this mesh as I'm fully relying on Blender plugins to shade this project but I was originally intending on shading in either Painter or Marmoset.
I can drop you the file if you want yeah. It won't be sold but I'm damned if I can get a clean mesh that also bakes correctly and don't want to have to retopo either
That's fair, I guess it's still a good learning exercise if you intend on using texturing/baking packages in the future it's handy to know how to trouble shoot these things, often it's a single toggle either on export or in the software, like in this video I forgot to activate multiple materials I do it nearly every single time
@@takerefuge3d lol you'll see the state of the file and know why I don't want to retopo it. I think with all the editing I had to do, Plasticity even though it looks clean render wise creates the worse mesh whatever you do to it.
Expect a message in a couple hours lol, thank you