Common fixes
Parts-based & Asset Pack Workflow
Editing
Parts-based & Asset Pack Workflow
Parts-based & Asset Pack Workflow
Retopology and Baking Textures
CSM meshes might be low-poly but possibly not as low-poly as required. While improvements are underway, here’s how to retopologize and bake textures in Blender:
Step-by-Step Guide:
- Generate Mesh: - Use CSM’s Image to 3D to generate your mesh and download it. 
 


- Import Mesh into Blender: 
- Position your mesh accurately on the axis. 
- Select Object > Apply > Apply Transforms to reset location, rotation, and scale. 
- Rename this mesh High-poly. 

- Duplicate Mesh: 
- Duplicate the high-poly mesh and rename the duplicate Low-poly. 

- Retopology: 
- Retopologize the duplicated mesh to reduce its poly count. You can retopologize manually or use Blender add-ons like Quad Remesher for quicker results. 

- UV Unwrap: 
- UV unwrap the low-poly mesh for accurate texture mapping. 

- Set Up Material: 
- In the Shading tab, add a new material. 

- Add an Image Texture node and connect it to the Base Color input. 

- Prepare for Baking: 
- Set your renderer to Eevee. 

- Under the Render Properties, open the Bake section. 

- Create a Cage Mesh: 
- Duplicate the low-poly mesh and rename it Cage. 

- Enter Edit Mode, press A to select all vertices, then press Alt+S to slightly expand the cage so it fully covers the high-poly mesh. 

- Bake Settings: 
- In the Bake settings, enable Selected to Active and check Cage. 
- Use the eyedropper tool under Target to select your Cage mesh. 

- Baking Process: 
- Select your low-poly mesh first, then hold Shift and select your high-poly mesh. Ensure the Cage mesh is not selected. 
- Select the Image Texture you created earlier. 

- Click Bake. 
- Finalize: 
- Your baked texture map appears in the Image Editor. Save this texture map. 

- Now, your high-poly and low-poly meshes should visually match. 


Video Demo Example of this workflow: Baking Textures