Wrap and Bake: Checkup list

 VFace Docs  » 1.3 Wrap and Bake: Checklist 

First things first, once you get your source mesh from VFace, you will have to wrap your model on it, whether you want to use the geometry or the texture, your favorite Software will help you to get your maps and correct geo.

But first, you'll have to prepare correctly all the elements. Get the target mesh ready (your own base mesh you want as a UV and Topo model) for our checklist:

Survival Checklist

  1. Be sure that your model has a good number of subdivisions with accurate topology and a homogeneous density and accurate normals.

  2. Check your UV map. The shells should be unwrapped and cleaned, with no overlapping, and perfectly layed out.

  3. Put your model at the center of the scene's world.

  4. Try to avoid triangles the most possible, as well as faces with more than 4 faces in your topology. Chase the possible lamina faces and non-manifold faces.

Once you are ready, we can go through the software tutorials! Choose your favorite one for both Wrapping and Baking and enjoy the process!