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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