It's a start! I have been digging this paint-directly-on-the-model workflow for textures. It just makes so much more sense in my head.
I want to texture using Mudbox's export-screen-to-Photoshop feature.
It works a lot like Pixexix
and ZappLink from ZBrush, but I found it to be much easier to use than
the latter, and less buggy than the former.
When
exporting to Mudbox, I had a lot of issues to fix. Not surprisingly, it
caught me for a lot of T-intersections and non-manifold geometry, both
pretty much standard to a low poly model. For the non-manifold
geometry, I seperated those edges who were shared by a plane (such as in
the hat), but kept them in the combined meshes. I am going to swing
back and clean up the UVs, before I jump back into Mudbox.
It really doesn't like dealing with multiple meshes at the same
time (or perhaps multiple uv spaces at the same time), but that is a
problem easily solved by working on individual pieces at a time, with
some clever merging and unmerging in between. I also ran into issues with overlapping UVs, so the simple fix was to get rid of the overlapping during the painting process.
look up mari
ReplyDeleteThanks Matt. Mari reminds me a lot of ZBrush's or Mudbox's painting tools. Damn expensive though. I like the paint projection thing for texturing; for some reason, it just works much more intuitively in my head. And I just used Mudbox because I already have the license. :)
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