Finalising a Sculpt Map

The finalise process can also be performed from the UV/Image Editor with the Image - Finalise Sculptie option.

This performs both the fill and the finalise steps of the sculptie bake.
Edge baked map
The fill does three passes, first on U, then V then a final pass on U.
On the first U pass, any gaps at the edge of the sculpt map are ignored. Only horizontal lines with baked pixels at each end are filled. Any completely blank lines are ignored.
The V pass then fills vertical lines, any gaps at the edge are filled by extending the baked pixels outwards. Any completely blank lines are ignored.
The final U pass fills and extends all lines to the edges.
Filled sculpt map
The finalise step optimises the sculpt map in an LOD protective way. This copies the values from the vertex pixels to adjacent pixels that aren't used by any LOD levels. This gives a map which is more compressable without affecting the stored vertex information.
Finalised sculpt map
When baking sculpt maps for the library, you'll want to disable Finalise and just use Fill in the bake. This is because there are no unused pixels in a library file as depending on the X, Y face counts and other add mesh options, the mesh may be generated from the inbetween pixels.
When baking multiple meshes to a single sculpt map, you should disable fill and finalise until the final object's bake. The baker uses the alpha channel of the sculpt map to store state information, and this needs maintaining during multiple bakes.

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