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Levitateme
05-20-2003, 05:38 PM
my problem is just were my projections end, like if i have a face put a cylindrical placement on there, it textures fine until i get to the end of the shell and then while painting the texture tends to jump from edge to edge. does anyone know how i can solve this. i have been SETTING up uvs for a while just never painted on them. i am getting a few models done now though that require it and i wouldl ike to be able to paint and have it seamless thanks for any help.

crgowo
05-20-2003, 06:54 PM
there is a tutorial on 3dbuzz that might help you out...
heres the link (http://www.3drender.com/light/EqTutorial/tiling.htm)

Elliotjnewman
05-20-2003, 10:20 PM
I dont think Levitateme meant tiling in Photoshop, I think he wants to know how to create blends between two projections in Maya. I wouls say the best way is to use a layered texture. But I am not too keen on it myself - layering in Lightwave for instance is much better...

Levitateme
05-20-2003, 10:26 PM
thanks elliot, thats what i meant anyone knwo how to do that
i was looking at some doom3 characters its like seamless everywere anyone know how to do that.

muckywetnoodle
05-21-2003, 12:08 AM
DeepPaint3D is good for handling seams. In particular projection mode. It makes a temporary projection layer based on your view and then bakes it once you leave that view so seams, differing resolutions, stretched areas etc. blend nicely. It uses the same hotkeys as photoshop as well.

Levitateme
05-21-2003, 12:11 AM
ok thanks for that ill try deep paint again, i have just been accustomed to using maxon body paint for so long. i would like something better anyway i think mbp is a bit cluttered even when i arrange my windows ok thanks for your help guys. any more suggestions would be rockin thanks.

muckywetnoodle
05-21-2003, 01:49 AM
The 3D paint tool would work too.

derekrichard
05-21-2003, 10:40 AM
I dont think that the Maya paint tool is all that good - surely you cant create textures with it like you can in Photoshop? Also is deep paint all that good? and with a wacom? I just can see it being really awkward to use, wheres photoshop has pressures, you can use loads of editable layers and photo's etc...

where your textures meet wit the different projections you should try the move and sew tool in the uv texture editor, then paint your textures in Pshop based on the mesh from that window...

give it a go...

Ell.

SheepFactory
05-21-2003, 04:05 PM
Originally posted by derekrichard
Also is deep paint all that good? and with a wacom? I just can see it being really awkward to use, wheres photoshop has pressures, you can use loads of editable layers and photo's etc...


Ell.


Deep Paint has all those features you listed and more. The best part is when you are painting across seams , it paints seamless across uv's , so it is really easy to fix the seams in deep paint rather than photoshop.

Besides Deep Paint has full import export capability with photoshop so you can use both of em on the same texture at the same time.

bennyboy2
03-14-2005, 05:19 PM
Try this. I struggled with the same problem, and this solution works pretty well. I used it for a face, but you can easily adapt it to any other kind of model.

http://cgtalk.com/showthread.php?p=2044534#post2044534

garodesign
03-14-2005, 05:33 PM
z brush maybe?

Cameo
03-14-2005, 10:08 PM
I think the common method for removing seams between projections is to make them part of a layered shader or texture and paint an alpha to mix between the two. Ive not actually given it a go but in theory it should work the same as layer masks in photoshop. Alternatively you could try baking the shader out and fixing the ugly bits in photoshop or your 2D weapon of choice.

Noodlz
03-30-2005, 01:12 PM
why not line up the seems in photoshop, blend the seem, and then move it back to its original position, fiddly but it should work :shrug:

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