I have been cloning out seams on a mesh and noticed I would get strange hard edged/aliased artifacts in the stroke even though the it is a default soft brush. I don’t know what causes it and I am trying to understand how to prevent it.
Here are 3 images to depict the problem:
1. Mesh with texture requiring seam fix
2. One vertical stroke of clone tool to cover seam giving hard aliased edge
3. Multiple squiggles of clone brush trying to over come the artifact problem
I tried sending screen to Photoshop projection, only to my horror to see a terrible seam along the entire edge.
What kind of topology is Mudox expecting for texturing? I understand for scupting purposes evenly spaced quads delivers best results. I would not have thought it would hamper texture painting/crossing seam boundaries especially if it uses a screen based projection method.
ps. How does Mudbox handle painting across seams? I Know in Bodypaint you need to evoke projection painting to cross a seam. Though mudbox does not appear to mention/require that.
I don’t really know how Mudbox does its texture painting, but it certainly does seem to work better with fairly uniformly dense quads. Presumably the dev team assumed people would mostly be working on subdivided sculpts (not always true).
I can’t paint a low res game model made of various sized polys with a small brush for example. The paint doesn’t seem to reach into the middle of large polys. Subdividing without smoothing works, but that results in bad lighting, so not ideal for me.