Hi I was wondering wich for you is the best tool to approach the uvmapping texture seams , so far the biggest problem to me is to make perfect seams on a texture when I have separate uvmap coordinates pieces ....
So it would be easy for me to use the clone stamp tool directly on the model from Photoshop , but I dunno wich tool does allow this interfacing with photoshop using directly the ps tools inside the 3d environment , I use 3dsmax ....
So far I heard about those tools but I dunnno how they work and if they can allow what I asked , mainly the patch tool or clone stamp tool from PS ....
3d coat
Deep uv
mudbox
zbrush
deep paint 3d
if you have others name them ....
Any ideas?
Replies
[ame]http://www.youtube.com/watch?v=KNd54jgesgk[/ame]
It should be really easy to paint over UV seams with Photoshop using this.
Though I haven't used it personally in production yet.
Mudbox 2009 and up has 3D texture painting, which allows you to paint textures directly on a model and over UV seams.
Same with 3D Coat, I think.
EDIT:
I think renderhjs TexTools3.0 for Max has a texture projection tool as well.
[ame]http://www.youtube.com/watch?v=tEWqvrXaJE0[/ame]
Only you yourself can decide what app is the best for your personal needs and pocket as many of the tools are quite pricey and vary in their way they behave and let you interact with other tools.
- Photoshop CS4 professional
- Enzo 3d for Photoshop
- Blacksmith 3D (free UV & Texture tool)
- Deep Paint 3d
- Bodypaint 3D
- Blender 2.4?
- 3D Coat (with Ptex support)
- Mudbox
- zBrush
- Modo 4+
- 3dsmax 2010 Graphite tools (or Polyboost, using the paint tools)
- Cebas Ghost Paint for Max and Photoshop
- TexTools 3.0 for max and PS
And that is probably not even all, I am sure that there are plenty of other tools out there as well that can do similar stuff or related stuff like projection mapping, texture transfering/ generation and lots of other stuff.Also if you are interested in this topic from a technical standpoint check out the Ptex Technology from Disney which went openSource recently:
http://www.disneyanimation.com/library/ptex/
You are essentially painting on a screenshot of your model in Photoshop and re-projecting that screenshot back onto your model in the 3d app.
Some personal notes regarding the 3:
The controls are the worst of any application and the performance is utter crap. Esspecially the concept of the Texture map beeing hidden within the PSD file itself but temporary stored in a system temporary folder when worked is not just confusing but also hindering when you want to see instant updates of the textures in other apps as well.
Material and shading setup is a utter pain in the ass as well. I think Adobe showed with CS4 that they are total noobs when it comes to 3d, which is to bad because the CG industry could use a PS with prober 3d functionalities.
So one way would be to use a plugin for max like GhostPainter, Polyboost or TexTools. They provide a workaround for that but usually it is not as convenient as lets say Mudbox, 3dCoat or CS4 pro.