Mudbox created 15 uv tiles for this model and for some reason when I paint it, it shows weird artifacts around the paint area.
https://drive.google.com/file/d/0B97sybILfL0LV093TUhiTW1pZGM/edit?usp=sharing
Painting shows artifacts
i’ve gotten that before too.
to avoid it, contrary to standard procedure, i test my model as i build it… this avoids getting too far down the road with a messed up geometry.
some will say to retopologize the model, or import UV’s from 3ds Max or whatever program your using. this has been his or miss for me as well.
if you have Vray you can paint with ptex and avoid the whole problem. and i also noticed that if you recreate UV’s in Mudbox you can assign more than one UV. this works for me as sometimes too. 2,3,4 etc…
this problem accours wenn there is not enough pixel space between your uv shells… the automatic uv generation in mudbox works only if your level0 is really low… if the mesh is to high it will pack the shells to close together…
do proper uvs in an other app… or use ptex…
Try going to Windows/Preferences/Paint and lower the Edge Bleed value to 1. I think it is 4 by default. Too low of a value will create the opposite effect, but 1 worked for me in a similar case.
Also the scale of the model is a factor I think. If it is a small model you can always scale it up to paint in mudbox which will work better all around.
I have the same problem, the mesh is breaking when I try to load the Vector Displacement in 3Dsmax it always shows broken textures in the seams of the uvw mapping.
I’ll try the solution that this kind people is suggesting.
Could you find a solution in your case?
Thanks!
in your case its a max problem… cause max does not follow renderman uv smoothing rules…
you could try to set the environment variable for max…
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