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Bake Object Low quality Cinemaa 4D


Duffy Kayor
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Hi there you may want to read the other Cinema 4D thread Just a few below this one... did you follow those steps out of interest from that?

Show us a screenshot of, otherwise we are in the dark so to speak.   I am not sure what skill level you are in C4D are you used to unwrapping, lighting, balancing samples/rendering settings etc.

(a) your scene lighting and samples

(b) your render settings including GI and AO

(c) your bake texture settings (don't use bake object - use the bake texture tag as you aren't animating).

Also your UV Map looks a little strange, did you overlap the uvs when you unwrapped it?

 

Edited by Charlotte Bartlett
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48 minutes ago, Duffy Kayor said:

I baked it in good quality, put it at 4096x4096, took it to photoshop, and created a 2048x2048 document. I threw the roast on top of the new document. but when I take it to SL, the texture is lower in the model

Along with Charolette's ideas which will hopefully help, you need to know that on large objects especially your model will nearly ALWAYS look much better within the software when looking at render mode. In order to get those picture perfect textures that you see on some Home and Garden items people use MANY MANY -- oh so many textures on a single model.  You can inspect some of those items and see the texture count. That giant texture count is one of the main problems folks have with their viewers because their computers can't keep up.  

 

So I suggest finding a middle ground where you can be OK with your textures and not crash some users computers :D.  ALSO how the object looks inworld when upload and seen through the viewer is very much related to your Windlight (or EEP) setting.    And the bigger the object is the more the "not crystal clear" texture shows up. You can mitigate that somewhat by choosing textures that seem to look more crisp than they actually are.    So many things to work out along the way. 

 

Textures WILL DEGRADE on upload.  

 

Note that I tinted the metal some after getting inworld to give the item an older - used look.  That's why the supports are darker here. But you can still see a big difference. This is two 1024 textures used inworld. 

 

merrygoround-blender.png.6d91e7a454801a0abc1de38a838517d8.png

     In Blender at 200 resolution

 

merrygoround-inworld.thumb.png.e836fc9a61a24f7a480cf3e1bf53ee34.png

Inworld with "natural" lighting and no post processing

 

merrygoround-close.thumb.png.6ee1181df8ad6832508385a235b27e36.png

Close up

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If this helps also : -

1. That object you can uvmap one of the slats then copy and paste it.  Then just link it all together before upload using the same UVs to reduce textures.   - One material required and will be higher resolution.  If those slats are for the ground I would also remove the bottom face to save even more polys and further increase your UV resolution as a result.  There is little point to spreading a UV Map over each slat separately it will reduce your quality and nobody will really notice.  If it's a big deal and you really must see wood variation between slats you can always uvmap 2 or 3 slats then copy paste them to mix them up before linking (and bake each one).  But that's overkill for SL.
2. Your scene has no lighting that I can see.   For something as basic as your model - just add a sky with a Lambert material with Luminance on and all other channels off (including color).

3. Your rendering settings aren't showing so make sure you have GI on (you can use IR as primary and Light mapping as secondary).  Make sure (per your basics when you learn how to render) to turn off default lights under options)
4.  Use the Bake Materials (Texture) Tag always never Bake Object.
5. Output to 4096 x 4096 and in PS reduce to 512 x 512.  Take the AO map and multiple it over the Color map.  If you want to bring up the "grain" in the wood, in PS open the Raw Camera filter and pay with clarity/texture etc for the Color map.  It can sharpen your texture without need for high resolution images.  Honestly, again to speed up on something as simple as this model you can probably bake at 512 and just do a little enhancement with the Raw Camera filter in PS.

Cinema 4D is a terrible baker in my opinion for SL (it will improve once Corona releases their bake texture feature due at some point).    You really may want to look at Blender if you are getting into SL as it has a wonderful SL community who use it (and it's free), or Substance Painter for your baking part of the workflow.  


Per the above I recreated your model roughly example screen shots - >

1. UV Map for a Slat 

https://gyazo.com/696093ee091acd7b74db2ded1ba56da6

2.  Lighting

https://gyazo.com/552128705469deb707b5cf3343d10d7d

3. Rendering

https://gyazo.com/1b308d11a310e4c9c7705f6673e2ae09

4. Bake Material

https://gyazo.com/b79f36a993961c25a21482758927b141
+
https://gyazo.com/8bc3a6777b8a22b6a0fec056f4231e87

5. Add Baked Material to color channel replace the wood texture you are using.  Linkage before upload to SL: Connect all slats together using Object Connect and Delete (this ensures each slat is using that one material).

https://gyazo.com/b8f8edbc5b446b48ee40111e360ea9b7

I will leave LODS and physics for another day - the last thread on C4D the OP didn't bother to return or post back, so hopefully you'll find this more useful.


This is the MOST basic set up possible, there is a lot of theory to balancing samples/lighting.    But this would at least sort your model.

Edited by Charlotte Bartlett
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I will leave here some information you requested.

GI+AO https://prnt.sc/t571qy

lighting https://prnt.sc/t5725l

Uvmap https://prnt.sc/t5739j

Bake Texture https://prnt.sc/t5768w

CPU: Processor: Ryzen 5 1600, Cache 19MB, 3.2GHz
GPU: EVGA GEFORCE GTX 1060 6GB GDDR5 SSC 192-BIT
Memory: HyperX Fury, 16GB (2x8GB), 2400MHz, DDR4 
SSD M.2: Samsung 970 EVO NVMe 500GB

 

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5 minutes ago, Duffy Kayor said:

I will leave here some information you requested.

GI+AO https://prnt.sc/t571qy

lighting https://prnt.sc/t5725l

Uvmap https://prnt.sc/t5739j

Bake Texture https://prnt.sc/t5768w

CPU: Processor: Ryzen 5 1600, Cache 19MB, 3.2GHz
GPU: EVGA GEFORCE GTX 1060 6GB GDDR5 SSC 192-BIT
Memory: HyperX Fury, 16GB (2x8GB), 2400MHz, DDR4 
SSD M.2: Samsung 970 EVO NVMe 500GB

 

Thanks - so you can ditch all that lighting for something this simple and the studio set up.  Just use a sky (not physical) with a basic material with luminance.
Tweak those bake settings and hopefully match the ones I provided and see how far you get - the UVmap for one slat versos all slats approach I think will give you the biggest win....

Edited by Charlotte Bartlett
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On 6/23/2020 at 7:36 PM, Duffy Kayor said:

Hello, I made this model, made UVMAP, created a material and applied a texture, when I bake an object, the texture is of low quality, why?

First link without Bake https://prnt.sc/t559hh

Second link with bake https://prnt.sc/t55a02

Thank you 

 

 

This probably doesn't help but since you have a perfectly good looking plank texture and you are already repeating it... why are you baking it?

I mean... at equal resolution you'll always get more detail out of a repeating texture than from a baked texture.

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Hi I can’t make you a video, the above is basic workflow.   You are far better first understanding the application then applying it to SL creation.  Basic skills such as how to light, bake, uv map etc.

 

blender would be a far better option for SL.

Edited by Charlotte Bartlett
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14 hours ago, Kyrah Abattoir said:

This probably doesn't help but since you have a perfectly good looking plank texture and you are already repeating it... why are you baking it?

I mean... at equal resolution you'll always get more detail out of a repeating texture than from a baked texture.

I think it's more about the theory so they can apply to what models come next.   That  approach works for the model he/she has, but when they get into more complex stuff they will need to know the basic steps.  

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