View Full Version : Projection Paint Pain - drives me crazy
Gen-an 06-06-2004, 11:57 PM hi!
i have a prob which i'm trying to solve for quite some time now, without any luck.. i got an almost finished (texturing-wise) hand which has some nasty seam on it (i used 2 planar maps for my model). i would like to paint it over using DeepPaint's cool Projectin Mode feature. now, i did manage to paint the seams, however during the projection my texture got fu***d up. :banghead:
please see my picture to understand what i mean.
i would appreciate any help on this. thank you!
ui: sorry for not posting this in the deeppaint forum but that's quite dead, it seems, and by the time anyone posts there i'll have gone crazy.
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EricChadwick
06-07-2004, 05:50 PM
Can you show your UVs?
Looks to me like you're not overpainting enough, that there's dark areas in the "empty" parts of your texture bleeding through into the "used" parts. I think there's an "overpainting" option in DP3D, can't remember.
Tantramancer
06-08-2004, 12:28 PM
I work in the games industry as a texture artist mostly and I've been using DeepPaint since it was first released. It's a great program that I can't imagine ever doing without but there are occasionally some fruity things like that which can make you go bananas. I had alot of the same kind of phenomena happen as your picture shows when I first started using the program. Drove me nuts trying to figure out how to correct it since at that time I didn't know the program very well and had some tight deadlines to meet. Doing it the difficult way I found that aligning my UV's with fewer diagonals got rid of most of the problem plus doing a little paint touch-up on the 2D image. Don't worry about jumping through any of those kinds of hoops though. There is an infinitely simpler solution.
Under File/Preferences/Projection Paint there is an option called 'Projection Bleed.' The default setting is 5 pixels. Try upping that to 10 or 15. I keep it on 10 most of the time and it works great. For some things I occasionally have to go to 15 but not too often. This will solve your problem for sure. It will overpaint outside the lines of your UV's by that amount you've specified. A word of warning: make sure your UV groups have enough spacing from one another so your digital paint doesn't slop over onto nearby groups. I use a grid texture in my UV editor's background with 20 pixel squares to help me guage how close my groups are. I try to keep everything spaced at least 15 to 20 pixels apart to avoid any potential overpaint problems.
Have fun!
Gen-an
06-09-2004, 12:12 AM
thanks guys! :thumbsup:
I remember playing with 'Projection Bleed' and setting it as high as 40(!) pixels but it did'nt solve the problem. and i didn't have any 'black, empty space' on my texture neither. here is an example what happens: i toggle PPM, export into Photoshop then i move 'Reference layer: Color' under 'Projection Temporary:WireFrame' (since the 2nd layer gets projected back) and send it back to DeepPaint.
so my hand should look like the same as before these procedures since i didn't change anything on my color texture. but then i spin my model around and see those nasty things on my texture. :surprised
but i have found a possible solution and would be thankful if some of you could explain me what is really happening here. all i did was getting rid of the unwanted layers which DeepPaint exported in Photoshop, keeping only the Color layer and duplicating it. and that seems to work so far. i just dont understand why.. :D
Tantramancer
06-09-2004, 02:48 AM
I'm not really sure about that. I don't recall ever having that particular problem going to Photoshop and back again. I wonder if it has something to do with DeepPaint's interpretation of transparency on a layer being different from Photoshop's.
However that does remind me of another problem you should be aware of. There is some sort of strange interpretation of color that's a bit different between Photoshop and DeepPaint. I think it's basically DeepPaint's fault which still hasn't been corrected in the newest version. I know it's on their official buglist but they still haven't addressed the issue since the first release of version 1. Must be something intrinsic to the core of their program they are having trouble finding a work around for.
Basically the problem is this: if you shuttle back and forth alot between Deeppaint and Photoshop the hue and saturation levels in your color map will gradually shift ever so slightly. If you save a first generation version of your texture and compare it to another generation 10 or 20 times down the road you will see a noticable difference in the hue and saturation when comparing side-by-side with the original. I often do something like paint half a face or body and then shuttle to Photoshop to flip it to cover the other half then back to DeepPaint. My advice is to save an early version of your texture to use as a guide then when your texture's are complete use that as reference for correcting the hue and saturation of your final color maps in Photoshop.
Gen-an
06-09-2004, 11:46 PM
thanks Tantramancer for the great feedback!
yeah, i know that DeepPaint saves your textures so they are not exactly the same hue/saturation values you used in Photoshop. But, fortunately, it can be solved quickly in PS. And seriously, every program has its flaws, so even with these minor problems in mind, i think DP is a very useful tool. :arteest:
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