retopologizing and texture baking workflow

I am looking for a way to maintain the quad based edge layout of the cleaned up, retopologized model I re-imported.

The workflow I am trying to do is as follows:

process scan
export mesh in high resolution
take this mesh into a different program to quickly retolpologize
bring this new model back into the project file
re-calculate the textures
export the newly baked texture and mesh back out

This works right up to the last step flawlessly…but when I re-export it recalculates the edge flow/visibility and I lose the nice quad based mesh.

Is there a way to keep it from modifying the geometry during texture and export process? I would have hoped that since I imported the mesh and didn’t need to create it that it would leave it as it working with it exactly as it was imported?

Bump. I’ve been running into a similar issue.

Hi Michael
So you have quad mesh with UVs and just import and calculate the texture (Tx) on it ? And you want have quad mesh with proper Tx ??

hehe… simple…

Import your Nice quad retopo with its nice new uv. in RC (but as RC will triangulate it… your Quad is now gone… not a prob in fact)

Texture it in RC

Now export it… BUT choose a different name than your original quad mesh name for … like temp.obj… (all you want at this point is the texture.)

Voila… Open your untouched quad in any 3D app and apply the exported texture.

:sunglasses:

(and trash the temp.obj)

I was actually letting RC do the UV on the new quad mesh in this particular case…

kk, but it’s better if you simply do the uv in an external… :slight_smile:

well its better in some cases, others its just a huge waste of time :slight_smile: