I’ve run the Texture command on an imported mesh (retopo-ed/UV unwrapped version of the original scan), and I’m getting some facetted shading in the texture output, which corresponds to the polygons of the retopo-ed mesh:
The retopo-ed mesh is ment to be lower rez version which will later be displaced for rendering (it’s 5k polys). Has anyone run into this before?
It seems a workaround for this is to subdivide a few times my retopo-ed mesh before importing into RC for texturing. The facettes become pretty much unnoticeable in this case, but I’m wondering if this is a bug with texturing.
Hi Withnail
In what 3D application are you inspecting the model ? Is it a render, or a 3D model with texture ?
The screenshot above is of the texture output itself.
Bumping this post, I have tried to get rid of these artifacts in the created texture but I can’t. The edges are related to the triangles of the geometry I’m applying Texture to. The steps I use are:
- export high rez obj
- retopo and UV
- import lowrez mesh into RC
- run Texture command on it
Works well except for these annoying artifacts. You can see them better in this output texture sample:
If I overlay the UVs over this texture I can see the darker edges correspond to triangles in the lowrez mesh.
Milos, I’m PM’ing you a link to the project folder, would be great if you could take a look.
The problem in most areas looks much diminished if I switch the “Texturing/Coloring Style” from Photo consistency based to Visibility based. It still there but much more faint.
Hello,
the issue is fixed. It will come out with next release. Thank you for reporting.