Well, I was watching Wayne Robson's Mudbox stuff and he painted a pillar in moments and it was a pretty well looking asset. Surely, this wouldn't be useful on EVERYTHING, but it is too much of a workflow increase for me to ignore. Since I have been learning more about materials in Mudbox, I have begun painting on models in…
Since Mudbox does real Texture Painting as opposed to Zbrush's Polypainting, the Quad distribution is completely irrelevant in this case....but I also have limited experience with Mud, so the only Advice I have is to stay away from Faces that are perpendicular to the camera while painting...
I haven't used Mudbox extensively, so I could be wrong (some images would be helpful), but it sounds like the mesh you're trying to paint on doesn't have enough geometry. Depending on how your base mesh is constructed, you might see surface stretching towards the center of flat or larger surfaces as opposed to the corners…
under optimal conditions there should be no seams in mudbox... if there are big faces its hard for mud to find the coresponding area on the other uv shell... really long faces are also bad... if you are painting a higher res version of your mesh you will get less seams... i subdivide my lowres meshes to get a better…
Fair enough. Let me ask another then while we see if any other tips roll in (sounds right to me, but you never know if there is a setting tucked somewhere). Some of my team points out seams and are wondering "how can you get seams on your uv borders in mudbox?!" and I say "well, seams are on every piece of art in the…