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i'm modeling an hard surface with subdivision, bevels and so on. I would like to bake the final wireframe to texture, with all the subsurf, bevels, bools etc. Is it possible?

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  • $\begingroup$ Just in case you need a wireframe not baked but rendered ... youtube.com/watch?v=ZVzWaf8ZK04 $\endgroup$
    – vklidu
    Nov 13, 2020 at 20:41
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    $\begingroup$ This seams to be what you are looking for blender.stackexchange.com/questions/51802 $\endgroup$
    – vklidu
    Nov 13, 2020 at 20:48
  • $\begingroup$ Ah, am I right - you want texture with wireframe that includes subsurface and bevel topology generated by modifiers without apply? Can you give us some reference image? Because like with subsurface the result would be a big mess ... $\endgroup$
    – vklidu
    Nov 13, 2020 at 21:10

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I'm not sure this is exactly what you want but you could duplicate your object, apply all the modifiers to the copy, in Edit mode/Face Select mode, select all and inset individual faces (double i), give a color to the selection, invert selection and give another color to the wireframe, then bake the result?

enter image description here

enter image description here

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  • $\begingroup$ thank you for your suggestion, but this is a destructive method, i would like to keep my modifiers in order to easily modify the mesh if needed $\endgroup$
    – Tharnadar
    Nov 13, 2020 at 18:34
  • $\begingroup$ what do you mean by "destructive method"? Yes you need to apply the modifiers but you can keep the original with its modifiers. $\endgroup$
    – moonboots
    Nov 13, 2020 at 18:42
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Wireframe node should be possible to bake as any other material ... it just goes to triangulated. Probably because all meshes are triangulated for rendering?

enter image description here

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  • $\begingroup$ mmh sound interesting, i'll give it a try! $\endgroup$
    – Tharnadar
    Nov 13, 2020 at 18:34

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