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polypaint stuff

Ruz
polycount lvl 666
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Ruz polycount lvl 666
so i kind of cracked polypaintiing, make niceely ccoloured models and then baking the colours to a

texture which works fine.

the problem is the baked normal map doesn't quite match up , so the colurs I so painstakinly

painted around complex shapes or used alphas don't quite line up, giving colour bleed.

anyway around this?

Replies

  • kodde
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    kodde polycounter lvl 19
    Could we get screens from the UV editor and the results on the model?
    What software are we talking about?
  • Ruz
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    Ruz polycount lvl 666
    zbrush and no its NDA work unfortunately. I will gte back with a sample on this soon.
  • Blaizer
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    Blaizer polycounter
    it could be something related to smooth uvs.
  • fr0gg1e
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    fr0gg1e polycounter lvl 17
    it could be something related to Zmapper being shit.

    I would do a test like this: Do some GUV tiles (IIRC) on your model, the export as OBJ but dont forget to flip the map before exporting, also, do the highest resolution texture possible when converting polypaint to texture, then export your texture from Z. Import everything in Xnormal to bake your diffuse / normal / AO (using simple AO tool) for same settings and so consistency / alignment btw all maps. Might want to do a test with a 512 map with 1x AA to see how it goes and if there is color bleeding.

    Alternatively, never touch Zmapper again.
  • Ruz
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    Ruz polycount lvl 666
    yeah i kind of wanted to stick with zmapper really. i just wondered if had some wrong setting or

    something.

    zmapper is far from shit IMHO, its just this particular issue. obviously if you paint the colour

    map at the highest subd level and the lowest level is supporting the normal , map there will be

    a shift in the uv's, but surely the colour and normal should come out the same for the lowest

    level.

    weird though, but I will do some more tests. wil try that smooth uv thing to Blaizer
  • pior
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    pior grand marshal polycounter
    It sounds like Zbrush decides to 'bend' the UVs of the subdivided versions of the mesh? (kindof like how polygon smoothing curves edges)
    I don't think that 3D programs usually behave that way. Maybe try to subdivide your mesh a few times in Z and Max/Maya, and compare the resulting UVs?
  • Ruz
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    Ruz polycount lvl 666
    but its strange how the normal map which is project form on to the low poly mesh the same as

    the polypaint transfer, so they should both have the same distortion in theory

    I will play around with this some more. could just be something simple

    edit doh obviously the polypaint is taken from the highest subdivision level , so its never going to

    match the lowest versions normal map.

    shame really.
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