Well there is a workaround, simply scale your UVs so they fill the lower half of UDIM 1001 (between 0-1). Then do your texturing, and once you export the textures, open them in Photoshop and crop. If you use UVW xform modifiers and manual canvas size etc in Photoshop, then it's 100% accurate and there is no fiddling…
In 3D Coat I make mask layers with an opacity of 0, so when I go over to photoshop I can ctrl+click that layer to make a selection and use that as a temp layer mask in photoshop if I need to. I only do hand painted stuff so 3D Coat is amazing for my needs, your mileage may vary.
i use Photoshop mostly and often will use Mudbox. Mudbox 2014 has layer mask painting ability as far as i know. I tried Mari, but since it is projection only i find it very slow for game asset texturing. Mudbox has both projection and real 3d painting. Mari can be close to photoshop in terms of painting capability but it…
Hi guys, Im interested in hearing what other people are doing in the texturing workflow. I dont feel I have found a solid one yet. I am primarily using photoshop and ddo, because I really like a mask-centric workflow. But I feel I am lacking the 3D paint side of it, especially when working on assets that need UV seams in…
The 3DCoat devs said they are going to focus on improving the paint room. Right now 3D Coat lets you do direct 3d painting or it can quickly swap over to Photoshop for projection painting. Projection painting in Photoshop has some bugs, I typically do any projections on separate layers, I've had too many instances where I…
RE: solid color adjustment layers with masks Photoshop is really close on this one. You can import 3d files and paint directly on the surface of the 3d mesh - you just can't paint to layer masks - doh! My problem is trying to explain myself to the tech guy in support. I think at Photoshop they imagine that all artists are…
Recently I've been doing: Photoshop > 3dcoat. Previously I'd use Zbrush's projection painting while working on a texture. I'll still do that from time to time but have started using Photoshop's 3d painting for projection stuff lately. 3d coat is nice, its super fast, relatively easy to get meshes set up in. I really like…
Does Mari support non-square textures yet (e.g 512*1024)? Without that I'll probably just keep using Photoshop and/or try another alternative as a lot of my models use non-square textures.
oh ok. I see what you mean and that's a good point. theres a work around for it in mari, but it would take another couple steps of exporting out a couple patches and using photoshop to combine them into a single map.