Home Technical Talk

Mudbox doesn't paint on some faces ...

polycounter lvl 8
Offline / Send Message
retmia polycounter lvl 8
Hi guys,

Nothing better than the little screen capture to show what's going on with Mudbox :

gFQkCXX.png

It happens rather often here and there on my meshes, it's just insanly annoying ... Do you have any workaround or will we have to wait till autodesk works that out ... ? :poly122:
I also noticed that the color picker often (1 times on four) picks a color that's not under the cursor ... this is madness ... T_T

Maybe that's because i'm working on a low poly model ... ? :(

I tried zbrush for painting too but, I just don't feel like using it ...

Replies

  • Bartalon
    Offline / Send Message
    Bartalon polycounter lvl 12
    This happened quite frequently during the last project I worked on. I don't think it's a fixable problem. The workaround I used was to flatten the model into the shape of its UVs and paint that way. Unfortunately, this also sometimes did not work, or the problem fell across a UV seam which prevents this workaround from being useful. However, more often than not, it did work successfully.

    On a side note, I really hope ZBrush 5 includes texturing features as robust as Mudbox or 3D Coat.
  • repete
    Offline / Send Message
    repete polycounter lvl 6
    looks like a UV problem
  • Jason Young
    Offline / Send Message
    Jason Young polycounter lvl 16
    Have you tried triangulating before export/painting? I don't use mudbox to paint textures, but I've run into a similar problem in 3dCoat before and triangulating it fixed the issue.
  • Bubba91873
    Offline / Send Message
    Bubba91873 polygon
    Mudbox is shite for texturing low poly models. It likes high res stuff and hates long thin polygons in the model.
    Looking for a replacement to mudbox due to no faith in that package improving.
  • MM
    Offline / Send Message
    MM polycounter lvl 18
    this is a most likely a surface proximity problem instead of UV or anything else.

    only work around is to used a subdivided mesh. you can just tessellate your mesh without smoothing and it should work better.
  • MethodJ
    Offline / Send Message
    MethodJ polycounter lvl 4
    This definitely occurs for me more often on low-res meshes. In some cases when I just can't fix the texture in Mudbox, I'll pull it into Photoshop and 3D paint there. PS works well despite the clunky user interface.
  • thomasp
    Offline / Send Message
    thomasp hero character
    subdividing and triangulating the mesh before export has fixed these problems for me. also, using FBX instead of OBJ made a difference on my last project.

    mudbox also dislikes mirrored UVs to some extend - in 2013 i had a fair few crashes when using paint mirrorX on a surface with mirrored UVs. but mostly the troubles seem to stem from geometry being too low res or having odd topology.

    i'd be interested to hear about a better solution all in all, don't think there is one right now. also in terms of usability and im/export/mimicking photoshop capabilites. i don't think zbrush has traditionally competed successfully in any of those last three. :D

    my main feature requests for mudbox would be a toggle-able projection paint mode, fall-off masking mari-style and the ability to use all the paint tools, curves and so on on the UV view.
  • ExcessiveZero
    Offline / Send Message
    ExcessiveZero polycounter lvl 12
    a good alternative is zbrushes polypaint, I know you mudbox guys will find the GUI and camera a bit of a hassle, because I was a mudbox guy up until last year, but its polypaint features are rather good and combined with spotlight and a bit of photoshop you can't really go wrong.
  • retmia
    Offline / Send Message
    retmia polycounter lvl 8
    Well, I finally tried to use photoshop to paint my model ... due to some unexpected advices here and from a friend ... and well ... the last time I tried it it was 5 years ago and it was a real pain ... but nowadays they've gone far and frankly, it's quite usable, more than zbrush and mudbox imo ... :)

    Thanks for the feedback guys ! :)
  • Chris Krüger
  • odium
    Offline / Send Message
    odium polycounter lvl 18
    I always find that if I take my model and make sure every single vert is welded, even if its not SUPPOSED TO BE, I can then paint on it with ease. Of course, do whatever welding and shit you need anyway and keep it on the mesh, but keep a separate mesh that's totally welded just for painting. It stops this problem.
  • Atanas
    I think you need to fix the " EDGE BLEED". Go to: Windows menu ( in the main toolbar) -> Preferences-> Paint. Click on the PAINT rollout and find "EDGE BLEED". In mudbox 2016 the value is set to 4 ( if not mistaken). Reduce the value... it should help.
  • Synaesthesia
    Offline / Send Message
    Synaesthesia polycounter
    This is more than an edge bleed issue - Mudbox requires more density in the mesh to paint. Subdivide without smoothing and you should see most of this problem disappear. 
  • thomasp
    Offline / Send Message
    thomasp hero character
    i haven't seen this problem in a long time now and that's because the most important part in avoiding these issues altogether seems to be to set preferences-> paint -> brush sample area to something a lot smaller than the default value. i have it at 0.30 and don't bother subdividing or triangulating anything anymore. i also went back to just using OBJ.

  • oglu
    Offline / Send Message
    oglu polycount lvl 666
    the latest service pack should fix that... 
    if not play with the brush sample area like thomas mentioned...
Sign In or Register to comment.