hey!!
i’ve just re-read the whole of this topic just to make sure i didn’t miss anythign on painting out seams, and i came across this.
FUNGUSMONKET wrote:
Just thought I’d brag about Lightwave a bit…
What I do a lot with my models is set up the UV’s as best I can and then go back in later and do touch-up’s with planar maps. Here’s what I mean:
- I set up say, a leg. The UV seam is on the inside of the leg.
- After I paint as best I can, there’s still a little seam (or the seam is REAL ugly), so I set up a planar map of the seam and the area around it, and I use surface baker to export all the color information to a .tif
- I fix the problem in photoshop using the clone tool, paintbrush, etc.
- In Photoshop, I create an alpha map for the fixed seam picture.
- Back in Lightwave, I add another layer to the pants texture, slap the fixed seam pic on there, and then blend it into the original UVmapped texture using the alpha map.
- Use surface baker to export the color information back out to another .tif, this time using the original UV Map.
Presto! Seam fixed. May be a little complex, but when I get some pictures up you’ll see what I mean.
is there a similar method in max using UV channels and render to texture?
i’ve been playing around with it trying to get it to work but i can’t 
i think i can imagine the workflow, i just can’t get it to work.
here is what i wan’t to do.
1.UV map the model with the seams where i want them. UV channel 1
2.then planar map over the seams in channel 2.
3.export it to Pshop and paint the texture where the seam “should” be.
4.back in Max, render to texture from UV channel 2 to UV channel 1.
5.seams should no longer appear.
is this possible at all, or am i completely on the wrong track here?
if there is a simpler way please let me know. (or if you know how to get this way to work)
hope someone can help me with this as it’s driving me up the wall.
cheers!!