Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I couldn't post a gif, but I posted a before and after picture: https://imgur.com/a/C29KpVk
This happens when I paint on the body. It appears on everything else. It acts like I made a material for all those parts when I only made one for the body. Sorry if I can't explain it that well.
It looks like that is indeed what is happening. What exactly do you mean when you say you "only made one for the body"? You need to use different materials (or at least put the uv maps on different parts of the texture) for the different body parts.
----
Most tutorials would say to just select all your vertices (using the A key) then selecting "Smart UV Project" from the menu that shows up when you press the U key - however if you're still learning then you might find "Project from View" to be more memorable. That said, "Project from View" is slightly more involved and less efficient (I'm simply recommending it as better approach to familiarize and remember the process for UV editing and navigation).
On QWERTY keyboards, use the grave-accent key (looks like this ` and it's paired with the tilde key ~) to switch to Front view. Use Box-Select and highlight the front of your character then right-click and go to the "UV Unwrap Faces" menu (shortcut with the U key) and select "Project from View" - then repeat this process for the back of your character and make sure the faces don't overlap on the Left.
In most cases, people would just use Smart UV Project, but I think it's better to find a process that will keep you involved while learning something new like this. Otherwise you'll probably forget where the UV mapping tools are when time comes for your next model.
I thought it might be overlapping faces too, but I noticed in the outliner it appears as if there is a bunch of different objects. So I'm not sure it is overlapping faces, if those pieces of the mesh are in different objects.
@OP
If you created and applied a material to a mesh, then you went and duplicated that mesh object to reuse and reshape for other parts of your mesh, it would share the material of the mesh you duplicated it from.
So I'm saying go to the objects that are also getting painted on, and check the material it is using. I think you'll probably have to unassign the material you are trying paint and give the other objects a new material. You can't use the same material across multiple objects if the material is getting painted specifically for a certain object.
EDIT:
Yeah, this. You cannot use the same material for different objects and have the UVs from the different objects on the same UV space. If you go to UV editing mode and check each object, you'll probably see that you have the UVs for all those different objects over the part of the texture you are trying to paint. You need to use different textures or unwrap the objects sharing the same texture to different parts of the texture.
https://i.imgur.com/wG40rbM.png
The fix is to either create new materials and assign overlapping mesh to them and create multiple textures or adjust the UV islands so they don't overlap...
https://i.imgur.com/xIggGmg.png