Can I turn a material painted in Nomad Sculpt into a UV unwraped texture?

I have an object I’ve painted in Nomad Sculpt, its just material painted so there are no UVs to work with, the issue here is that this makes it hard to do any decent bump maps etc with the shader. While I can get bump maps etc working, it doesn’t take into account anything I’ve painted which kind of sucks. I don’t want to repaint my object if I don’t have to, so I was wondering if I could somehow UV unwrap the object and keep the painting I’ve already done. It’s a long shot. Google just keeps telling me how do UV unwrapping, which I already know how to do (google aboslutely sucks now). This is just an older project I wanted to play around with, just wanted to make it look cool.

Your painted in NomadSculpt on the model without UV map… so vertex colors??? I guess you have to prepare this in Nomad…

Even if i don’t use it… looking into the manual … (so it seems the search engine doesn’t suck at all…)


From https://nomadsculpt.com/manual/painting#texturing:

Texturing

Nomad supports textures, but only if they are already present in an imported model.

A texture is simply an image, but in the 3d context it usually refers to an image assigned to an object. In order to wrap an image around a model, the model needs texture coordinates (UV).

Nomad can compute them automatically but you don’t have much control on the overall quality. Since Nomad cannot do texturing, generating UVs is only useful if you plan on exporting the object to a texturing application.

And from https://nomadsculpt.com/manual/topology#bake-vertex-colors-to-texture

Bake vertex colors to texture

If your model has UVs, you can transfer vertex painting into textures. For now only Color, Roughness and Metalness are supported.

It can be useful if you want to export the object to a texturing tool, but you already started to paint it in Nomad

The issue I have is that sometimes I can’t paint my models in any other program because I don’t have a device powerful enough. I’m using a base level iPad, which gives me just over 1gb of ram to play with when I’m modelling, the models won’t open in Procreate if they’re too detailed and won’t even unwrap at times. My laptop is hell to work on as well and after the issues with painting in Blender recently I can’t rely on that even if it unwraps. Besides, painting on my laptop is laggy as hell and is torture. I can’t just buy a better device.

The only way I can paint my models at times is via what I now know is called the vertex paint, which isn’t perfect but it gets the job done. I was just hoping there was a way to force the colours to appear on a UV map if I unwrapped it, or I could force Blender to read the colours, if that makes sense, to make the shaders work how I want them to.

It’s beeing said in the docu… unwrap the model to have a UV map, do you vertex painting, bake it…

Also in the docu:

Color

OBJ and STL don’t support vertex colors officially, so it might not work in some software

…so you may try this with the different OBJ importers or also some other converters… :person_shrugging: