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Painting over multiple textures

polycounter lvl 18
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FAT_CAP polycounter lvl 18
I was wondering if anybody knew if it was possible to paint (out seams) over multiple textures/ materials using either 3DSMax's viewport canvas or ZBrush? Alternatively a free program which could accomplish this would be great as well.

The only way I can think of doing it at the minute is pretty convoluted and involves bringing the objects with the two textures into ZBrush as seperate subtools, merging these together, subdividing to get enough polygon resolution to transfer the textures to Polypaint data, assigning new AUVs in ZBrush, using ZApplink to paint out the seams and then bake this new model, with new UVs, but no seams in the texture, back to teh original models... quite a long process for something which should be fairly straightforward!

Anybody got a quicker way to do this? If I could do it with viewport canvas that would be amazing but I can't figure out if it's possible at teh minute.

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  • cryrid
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    cryrid interpolator
    For zbrush, you could use Projection Master to paint on a Texture instead of having to subdivide for a polypaint conversion.

    I would get the view you want (possibly store it with zapplink to prevent accidentally moving it), and then drop it down with Projection Master. Zapplink to Photoshop, paint whatever you want across the different models, then save it and switch back to Zbrush. Update it and pick up the tool from Projection Master, and without moving the view, switch to the other subtool and repeat the process. You wont have to redo any painting for the other subtools; when photoshop asks to update the Zapplink document, just ctrl+z and you'll have the same document that was projected onto the first tool.

    zapplink_seamfixes.jpg
  • FAT_CAP
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    FAT_CAP polycounter lvl 18
    Genius! Thanks for that Cyrid - the step by step images show what I am after perfectly aswell :)

    I often save the PSD from Zapplink anyway, because picking it back up can be flaky sometimes, but never thought to apply the same grab back onto the other subtool. I'll test whether this works for my particular problem when I get back into work tomorrow....fingers crossed!

    Fingers crossed for some native funcitonality for this sort of thing in the next big ZBrush/ 3DS Max update.
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