What's the best way to blend seams in textures and is there a tutorial out there you can point me to? I have access to BodyPaint, Photoshop, and ZBrush only. The only tutorial I have for BodyPaint doesn't cover projection painting using actual photos which is what I'm using. Help would be nice.
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http://pixologic.com/zclassroom/homeroom/lesson/spotlight/
That being said, if memory serves correctly, with the clone tool selected, you need to control click on the area you want to sample from. After sampling, you can projection paint using it.
To make things a bit easier, while being in the bodypaint3d layout, open a new texture window. Window>New texture view..
Load your texture/photo using File> Open Texture..
If the texture is already loaded, then you can switch to it in the Texture window. Textures>Your Texture. If it was not already loaded it will simply display the last opened texture.
This way you can directly sample from the 2d texture file, instead of trying to sample from the texture on a 3d mesh.
@Bartalon, that wouldn't really work if he is working on a low poly model though. I never really tried painting anything in Zbrush, but I know how vertex colours work.
You can disable smooth subdividing to retain the shape of your low poly but still get millions of vertices to paint. Here's an example by Andrew Smith:
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I still would avoid using that method though, especially if you are trying to make pixel perfect textures. As you would need to bake, and thus the textures get resampled. Correct me if I am wrong.
But that shouldn't be much of an issue if you are working with photo sourced textures.
Photoshop also has 3d painting abilities.
Also in Photoshop I get a degraded texture. I'm using an 8K texture and want it to show in 8K, or at least match that as closely as possible. Is there a way to increase the texture display on the 3D model within PS like you can do in the Max viewport?
Edit :
Bb0x - I've tried your method in BodyPaint and it works very well, thanks for that.