Hi,
sorry to come with what looks to be a frequent question, but I didn’t find any solution.
I want to paint using Spotlight a mesh created with a 3D scan. So, only triangles, heavy mesh, etc.
I managed to decimate it down to 600k faces, without losing details.
I made my texture using spotlight and reference photos, but I don’t see how to save the texture I created. All the buttons in the texture menu (Tools) are gray.
I read in the online docs that “You don’t need to have UVs and a Diffuse texture to use SpotLight”, but I guess it’s not simple like that.
I first tried to use simple UVs map (uvc, uvs, etc.) but the resulting texture is noisy or stretched.
I then tried to create UVs through UV Master, but it freezes on the first step “File exported, …”
And I tried to unwrap the mesh in 3dsmax but you know how max s*cks at unwrapping (I can’t even move the whole faces selection, it takes 10 mn to change its position… )
So… any clue ?
Projecting textures through Spotlight doesn’t mean that some UVs are stored somewhere ?
If not, is there a way to force UV Master to finish (or at least begin ^^) the unwrap job ?
Or maybe I’m missing the way to export the texture after its creation with spotlight (without going through a difficult process of unwrap) ?
I don’t think it’s an hardware limitation, I’m working with a 2600k / 16Go ram.
Oh, and I can’t go through a low-poly process, the mesh will be used for scientific purposes (archeology), I have to keep it as it.
I’m surprised to see that a not-so-big mesh is difficult to be handled by UV Master, as Zbrush is able to handle huge meshes. I might be wrong somewhere, but I don’t see why.
Thanks for reading. 