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3D Coat- Simple hand painted texture issue

Alexis MR
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Alexis MR polycounter lvl 6
Hello everyone. I am using 3D coat for painting a simple 3D model in a cartoon style. It is for a mobile game, so there isn't much detail needed. Still, I'm having this problem: I am using an obj version of the model in 3D coat, in which I painted only diffuse without complications, but as I exported the texture to Unity and applied it to the fbx version of the model, there are some lines crossing my texture. It looks like there is some issue with the UVs or something... I tried applying the texture in 3ds Max and the lines show up exactly the same, so it's not a problem about importing into Unity.

So...
it is because of the options for exporting the FBX? 
If not, do you know the reason?
How do I solve this problem?

Thanks a lot to all the kind people who use their time to share their knowledge =]


Replies

  • Klo Works
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    Klo Works polycounter lvl 9
    show us the UV map so we can help you more.
    it may related with Texture padding.

    https://www.youtube.com/watch?v=keDeqPplRno


  • Alexis MR
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    Alexis MR polycounter lvl 6
    Hello, Klo, and thanks for your quick answer.
    I've done more complicated 3D stuff before I changed to ilustration, so I've come across teture padding before... But I don't think that is the problem here. I'll add 2 images, one showing the Uvs and the actual png texture. The color texture is independent. I hope this clarifies a bit. 






  • Obscura
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    Obscura grand marshal polycounter
    Textures gets mip mapped after distance which means that they will be displayed at a lower resolution. Then, yout lines will move relative to the uv seams a little bit so some details outside of the uv islands might get lost. Unless you drag/extend the details out from the uv islands. This is called dilation and its commonly used in 3d art to avoid this exact issue. So make sure you somehow extend the lines and details of the texture outside of the uv islands a few pixels. I would recommend at least 4 pixels extension. You could look up dilation in 3d Coat for example.
  • Alexis MR
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    Alexis MR polycounter lvl 6
    Thanks a lot, Obscura! I'll look it up and share the resoults. 
  • Alexis MR
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    Alexis MR polycounter lvl 6
    I've found what's causing the issue. It may seem silly... It was my way of exporting the texture. What I did was to edit it on external editor, so 3D coat sent the current layer to Photoshop (this was because there was a problem with the obj model's hands, so I painted them in Photoshop, they are fine in the FBX model). I have realized that this way of exporting the textures gives me the problem, but if I use the "textures-export" method, the tga shows up fine. I have simply opened the tga and added the hands, seems fine now. 

    So this is resolved, still... Any idea why the "edit in external editor" isn't working properly? Just out of curiosity. Is it related to padding, or the extension needed Obscura was talking about? 

    The new texture from the tga, opened in Photoshop and saved as png:


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