Blender

Blender

Birchmark Dec 7, 2016 @ 9:06pm
Painting goes in multiple places
Hi
Does anyone know what causes this and how to fix this?
I made a model in sculptris, run it through a retopology program and then started painting it in blender. In some spots, if I paint in one spot it paints in another as well.
I am making a bird character and in some places I paint in the eye and it paints on the beak as well and stuff like that.
Thank you for your help
Regards
Birchmark
< >
Showing 1-7 of 7 comments
Zenogias Dec 7, 2016 @ 9:20pm 
There are two possibilities for this .
1.Seems like you are turning Mirror mode or something while you painting it,but I dont advice you to use painting in Blender,the funcition is still in a very early state of development, or you can try add on to make them better.

2.Did you know how to unwrap UV in the first place ? If not have a look in your UV first that,Is there any UV that inside another UV ?

If you painting something and it's reappear with another part it's possible that those UV have some overlapping.
Last edited by Zenogias; Dec 7, 2016 @ 9:23pm
Birchmark Dec 7, 2016 @ 10:01pm 
Thanks for your reply. I followed this tutorial. https://vimeo.com/56637873 He didn't click unwrap UV but the option under it instead (Smart UV Project). I tried to paint in sculptris instead but the new mesh from retopologising apparently had too many triangles per edge or somethign so I couldn't stick it back in the program. I don't know what else to use to paint it. I'm not sure if mirror mode may have been activated but I don't think so unless I accidentally started it partway through as it wasn't painting symmetrically in other places before that. I'll have a look in case I started it partway through though.
The areas I am seeing the problem is in the head, and the head has a hole going into it behind the mouth for the inside. I don't know whether going into the model could cause overlapping. I noticed it was not as easy as in sculptris to paint inside the head in blender from when I tried in sculptris before retopologising. Do you have any suggestions of anything else I can paint in or what else I could do to make this work? Thanks again.
Last edited by Birchmark; Dec 7, 2016 @ 10:01pm
Zenogias Dec 7, 2016 @ 10:27pm 
It can not be helped if two UV are intersect and one is inside another,You can try Pack island in UV/Image editor.

Smart UV Project is almost the same as Unwrap,it's just one option of unwrapping process.
Even you changed to paint in any programs the problem still occurs,the only way to fix this is to move the UV as I said.
Birchmark Dec 7, 2016 @ 11:07pm 
Originally posted by Zenogias:
It can not be helped if two UV are intersect and one is inside another,You can try Pack island in UV/Image editor.

Smart UV Project is almost the same as Unwrap,it's just one option of unwrapping process.
Even you changed to paint in any programs the problem still occurs,the only way to fix this is to move the UV as I said.

Is this UV overlap?
I watched tutorials on how to fix this but their mesh was more complex so overlap looked different. http://imgur.com/ZQRfCUg
Zenogias Dec 7, 2016 @ 11:17pm 
Yeah that's one case of UV overlapping case.

I think you should learn first how to works with UV,it's a very easy task.
Actually If I were you I did just move it out manually for small problem of UV overlapping.

You can try to reset the UV whole and do it again with Smart UV projection as well,normally it should not happened when you use Smart UV projection.

May be you need to learn what's seam too,that should fix the problem.
tripmix Dec 8, 2016 @ 7:44pm 
Smart UV projection will attempt to calculate where the seams on your mesh are likely to be and with complex meshes it does this very poorly. Mark seams in edit mode and then unwrap the object I find it keeps UV's looking cleaner for if / when you export the uvs to be textured in photoshop or gimp.

Marking seams on your mesh and unwrapping normally I also find easier than telling blender what angle limit area weight and island margin etc, by marking seams you get more control rather than blender attempting to decide for you.
Last edited by tripmix; Dec 8, 2016 @ 7:45pm
Zenogias Dec 8, 2016 @ 7:57pm 
Yeah seems like Blender's unwrapping algorithm has become incredible smart if you mark seam at the properly edges even with just normal unwrapping.
< >
Showing 1-7 of 7 comments
Per page: 1530 50

Date Posted: Dec 7, 2016 @ 9:06pm
Posts: 7