I want to do a couple touch ups on some lightmap seams between 2 seperate terrain meshes, the uv's are not shared. Maya's 3d paint tool can't blur across multiple meshes. Sorry the title is wrong I want to blur across multiple meshes not paint.
Found a solution directly in maya. Turn on screen space projection in the tool settings of the 3d paint then you can blur across multiple meshes textures and objects.
If you've got photoshop cs3 extended or cs4 (regular), then you could paint it in there (and yes, blurring should work, although I don't like what it does to seams a lot of the time)
I'm not sure what tools are available to you in Maya, but I imagine you should be able to render off a camera's view of the seam, paint/blur your corrections over that in photoshop, project it back onto multiple models as a camera projection, and then bake that projection onto your maps / uvs.
renderhjs: it does export projection to Photoshop, though. I'm sure because I used it all the time before the 3dcoat beta! "Viewport Canvas: A set of easy to use tools for painting and cloning on an objects texture directly in the 3ds max viewport! It turns the active viewport into a 2d canvas that you can use to paint on…
Polyboost has that. I haven't used it with 2010's Graphite tools yet, but I imagine it's in there too. Can anyone chime in on that? If it's in there, it's fairly good. It made my texture's slightly noisier every time I used it (so more for final tweaks than back-and-forth texturing), so that's something to keep in mind. Is…
I too summon mudboy to fix my seams, the ritual is kind of freaky and he makes a mess of my keyboard but he does good work. Being a max guy I wonder if you could adopt peterk's method of using 2 UV channels? In theory, you would combine the meshes, create a new UV channel and specifically map the seam area, render out UV2,…
I was about to write a script sometime soon for TexTools that transfers camera maps back and forth between max and photoshop - so you could take a snapshot from any view and it would render or capture the viewport in the clipboard. Back in PS one could then paint over that perspective view. In max then finally the script…
poyboost comes with its own extreme primitive paint brush system and there is no swapping between PS itself. I can be ok sometimes for using the clone tool in it but the quality is usually not so good- all muddy and often creates additional noise because it caches the viewport results and not some rendering with crisp and…