Hey all,
So I'm checking out 3DCoats projection painting, and I'm getting some patchy mess on my mesh once I'm done editing inside Photoshop.
Example: Notice the bits on the cheek and nose.
![3DCoatProb.jpg](http://dl.dropbox.com/u/4627207/3DCoatProb.jpg)
I'm currently doing this;
Click 'Edit Proj in Ext. Editor' > Paint a bit in Photoshop (CS4) > Save file in PS, swith back to 3DCoat > witness jacked up projection as above.
I'm painting on a super low poly mesh, and I'm not moving the camera in 3DC before saving in PS. Anyone know what I'm doing wrong, or what is going on?
Also, is there a way to get 3DCoat to not export the lightmap with the projection? I'm using flatshade in 3DC and the lightmap is irrelevant and annoying. And can I send a wireframe with the projection to PS?
Thanks
Replies
ZBrush appears to be behaving in a similar way when using ZAppLink.
Any idea what's causing this?
I just did a quick test unwrap and layout to make sure the projection painting was working.
Here's the layout;
Load your model but let 3dc apply it's own auto uv mapping. Then try to paint per pixel or projection.
Unfortunately, auto UV's in both 3DC and Zbrush don't help.
I'm beginning to think it may just be the fact my mesh is so low poly. Unless there's any other suggestions.
EDIT: yep, it's the mesh.
Just tried it with a head base with about 2000 tris and it's working fine. I guess it's just not gonna work trying to project onto
a mesh with like 100 tris.
I can only think it's down to the fact it's trying to project onto such low detail. If I paint directly onto the mesh either in Zbrush or 3DC, it paints clean with no problems, it's only when I project from Photoshop I get the problem.
James - Yep, posted a topic over there, just waiting to see what is said.
Spitty - I tried that, unfortunately the same thing happened which is what's got me stumped. I'm beginning to think it's the 'faceted' nature of the mesh that is causing the problems. I'm not sure how projection painting works technically but I guess when I imagine the image being projected onto a low res mesh, or at least one that looks like it's low res, I can see how the errors occur.
Would be interesting to know if anyone has done it successfully to prove my theory wrong, as it still may well be a problem with my mesh of some sort.
Thanks again for the replies.
Nah, I tried with a new layout and also 3DC's auto-uv and the same happens.
I found an old 2.08 version of 3DC on the web (I'm currently using the latest trial) and I couldn't even get a low poly mesh imported properly. It insisted on smoothing and subdividing it.
Unfortunately the only other version of PS I have is CS3 on the Mac, I've only got CS4 for Win.
I've just tried straight triangulating and also tesselating the mesh before I export and interestingly, the results were marginally better. There was still some nasty spots but it was an improvement, certainly on the tesselated version.
More reason to believe it's just the faceted nature of a super low res mesh which doesn't take well to projection painting.