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Jettatore
07-17-2009, 09:38 PM
In Photoshop CS4 Ext I can get my model into the software and begin to paint in either the 3D view or the 2D view...

However, when painting in the 3D view, the result leaves jagged lines everywhere there is a UV edge. Not just at the seams between 2 UV Islands but everywhere.

This is particularly apparent when trying to paint on the Bump channel of my map. Aliased, mal-colored artifacts that line up exactly with the objects UV's exist.

x64 environment.

mocaw
07-17-2009, 10:51 PM
Not that it solves your problem with what you have...but if you have the money...Bodypaint is half price right now (doesn't it come with C4D anyway- which is half price)...and there is also 3D-Coat (new EULA too). These I dare say are far more robust...

http://www.maxon.net/home/quicklinks/summer-sidegrade-special.html

http://www.3d-coat.com/

That said have you tried exporting to something like wings3D (or another app), re-saving, and then seeing what happens? Do you have overlapping UVs?

Jettatore
07-17-2009, 11:34 PM
No your right that didn't solve my problem. No overlapping UV's either. I'll be right back with a picture of whats going on...

Jettatore
07-17-2009, 11:51 PM
Here you can see, when you compare the artifacts on the left, that they perfectly correlate to where the UV's/Polygon edges are on the right....

Obviously I don't get errors painting in the 2D view but this seems to be the case every time I paint in Photoshop's new 3D view.

Any suggestions would be greatly appreciated.

dwigfor
07-18-2009, 12:34 AM
Change 3D/Paint Falloff:

Min Angle - 0
Max Angle - 90

Does that Fix your problem?

Jettatore
07-18-2009, 12:41 AM
I tried again with the falloff angle now set to Min - 0 and Max - 90 and I'm sad to say that it's still doing it, thank you for the suggestion though, I hadn't thought to try that yet.

Another picture of the error, this time from the 3D view...

JDex
07-18-2009, 03:15 AM
Wouldn't this be more appropriate in the Photoshop Forum?

Jettatore
07-18-2009, 03:33 AM
In response to JDex.

Yeah, no one responded at all there, my post over there has been sitting for 2 days.

Also, originally I suspected that it may have been possible this had something to do with the way Softimage was generating .OBJ files as I couldn't initially reproduce this error on the default models that Photoshop provides but eventually I noticed that the same errors are there with any model, just more or less noticeable.

Also, I edited the title of my thread in the Photoshop section, and it never updated the change in the forum list view, again, no one has responded to that request.

If you would assist me in editing that post, or deleting it so that I can repost with a clearer title it would be much appreciated.

Thank you for your help JDex.

Jettatore
07-18-2009, 04:50 AM
Yet another comparison Image displaying the artifacts, it must be viewed close up to really see the issue. This time, I painted in the 3D view direction onto a simple flat Polygon Grid that has 32 subdivisions and I'm still getting artifacts in my brush strokes when painting in the 3D view.

mocaw
07-19-2009, 03:20 AM
So to be sure, you created the UVs in SI. In addition, you've tried importing the model into XYZ other app (Maya, MAX, Wings3D, blender etc.) and exporting it again as an obj to see if the same problem persists?

Sorry- I just find this is a good way to find out if the issue is with your UVs, the application, or both.

I've seen this problem in 3DC and Zbrush as well, but it's often from a model exported out of Maya with -I think- discontinuous UVs. Did you just try a unique UV method with individual poly packing or low angle grouping? If so then you might simply not have enough resolution esp. since I'm not positive PS can create the proper edge bleed on the texture. Try using the new unwrap feature or road kill just to see if the problem persists.

Can we see your un-stamped UV map?

Jettatore
07-19-2009, 03:28 AM
As I said, I was eventually able to re-create the error even with Photoshops default files, it's not a problem with my OBJ's. It happens with a sub-divided, flat, Polygon Grid using basic Planar UV's.

It seems to me, that this is less of an error, and just a problem with CS4 that needs to be corrected. It appears as if CS4 just has problems transferring 3D paint across two polygons, even ones that are connected in UV space.

For example, if you take in a single Square polygon and paint, you get little errors in fidelity, but if you subdivide that polygon several times, you start to get errors when you paint across the polygons in the 3D view. ATM CS4's extended tools seem completely and simply unusable until this severe issue is addressed.

suztv
07-21-2009, 04:19 PM
I've had similar issues - but have been pretty happy with Photoshop thus far.

What is the resolution of your texture? I've noticed that sometimes bumping it up (doubling it) helps. I've also noticed that the simpler the model the more likely you are to run into this "pixel stretch" problem. You could try increasing the polys or keeping the polys to polygons and removing the tris.

IDK - I usually use Photoshop as a base to start the texture. And then do most of the work in 2D and then do touch ups but that may not work for you.

mocaw
07-21-2009, 06:13 PM
Well, like I said, if you have the funds, check out either bodypaint or 3DC for direct poly painting esp. on low poly count models if this is something you do quite a bit of.

The per-pixel painting mode in 3DC is made just for such meshes and the issues they can present.

http://85.25.71.225/v3_feature_vids/3D-Coat_v3_Feature_Video-DirectPixelPainting.mp4

I know it's nice to have even a limited mesh painting in CS4 for "free" but it's still hard to beat the dedicated apps in this area.

I mainly use the PS 3D importing for simple illustration reference base layers since I find the tools too frustrating to work with after spending so much time in 3DC, ZB, and XSI.

Jettatore
07-22-2009, 02:27 AM
I'm trying to fix, THIS, issue with Photoshop. If need be, I can paint out seams in ZBrush. Not to mention, the 3D stuff in Photoshop did cost extra as it only comes in the more expensive Extended package. Please help focus this thread on the topic of fixing this issue with Photoshop, as I'm not without alternatives, actually I have several on hand.

I will try another test soon, using Geo that has a denser mesh to see if that fixes the issue, but I've already tried using higher resolutions and the result is about the same.

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