I don't understand ,how to do itDo do you think you need a new UV layout? If you have one already it will work for additional subdivision levels. File from Cheetah3d help:
Left: base mesh, Right plus additional subdivision level 2:
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I am working in 3D scan modo ,which is I need top a lower mesh from the high mesh ,then I need bake the diffuse and normals maps from the high meshOh wait - you have a high-res mesh in first place and want to reduce polycount?
zremeshAs I understand the image-textures (diffuse+normal) are already there and are no simple seamless tiling maps. I wonder how you are going to match these with a new low res model?
can you teach how to do itYou can bake textures from a highres mesh to itself then use those maps for the lowres model. It is easy enough to do, but I am at work at the moment. I won't be able to do an example for a while.
Note: you cannot bake normals for game content though. Only for static renders. With Cheetah there is no way to create normal maps where the object face normal = Z.
thank you so much ! but I still not understand ,can you make a movie ? I can not read the "A non lit viewport screen grab".how to do it ?Here is a real quick example...
1: Finished high res model and the low res mesh.
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2: A render of the highness model using the default oldtown HDRI
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3: The result of the high res model baked texture
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4: A non lit viewport screen grab of the low res mesh using the baked texture.
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5: Bake tag example and settings.
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This is not the best example but it is all I have on hand at the moment. Hopefully it is enough to get you started anyway.
@frank beckmann
I cannot see the source model he is using, but the high res source mesh and the low res mesh need to have the same UV layout. Most polygon reduction software is non destructive to the UV islands though. It also can be done by hand which is what I do most of the time, but my work flow is backwards. I build the low polygon game model first, then make the high polygon source from that.
@son of the light
I am not sure what you are using to create the low polygon model from the high res source, but I can show you what I do. It really is not that difficult as long as your two models have the same UV layout. You just bake the texture of the high res model to itself and use those texture maps on the low res model.
I will try to find a model I can use for a good example, but it may be a few days. My free time is pretty much nil at the moment.
If you are looking to bake textures from a model that does not have UV's or proper islands, you will not be able to do that in Cheetah. I think Blender has tools for that though.