Inside Sabertooth
Learn how Sabertooth uses 3ds Max to create 3D interactive projects, including HBO Go’s Game of Thrones interactive experience
  • 1/3
You are here: Forum Home / Autodesk® Mudbox™ / Community Help / Color Bleeding on Paint
  RSS 2.0 ATOM  
3 pages: 1.2.3 last

Color Bleeding on Paint
Rate this thread
 
53497
 
Permlink of this thread  
avatar
  • Location: Toronto, Ontario
  • Total Posts: 1006
  • Joined: 07 June 2009 05:56 PM

The following images have color bleeding, the UV follow the guidelines as in no overlapping etc but how can I remove this color bleeding.  <sigh> This may be why pTex is so beneficial, I don’t have such a option at present and I would like to know how to fix ?



Attachment Attachment
Attachment Attachment
Replies: 0
avatar
  • oglu
  • Posted: 20 March 2011 06:08 PM

Set the bleeding distance to .5 in the preferences…



http://www.linkedin.com/pub/christoph-schaedl/6/558/73b

Replies: 0
avatar

The issue is not solved. The detail that is on the sculpt wasn’t on the base mesh I’m assuming that re-topologizing the mesh may help in solving this and then transfer the sculpt details or would the details not transfer, perfectly ? Otherwise there remains some color bleeding going on.



Replies: 0
avatar

can you show your UVs?



3Ds Max 2012+Sp2 +SAP, Vray 2.2, Photoshop CS5.1
OS - Windows 7 Pro x64 Sp1
sys1: i7 2600k (OC to 4.2GHz), 16GB 1600mhz DDR3 Ram, MSI GTX 580 (3GB) (295.51), OCZ vertex 2 120GB SSD, Wacom Intuos 3
sys2: i7 2600k (OC to 4.2GHz), 16GB 1600mhz DDR3 Ram, MSI GTX 560 (1GB) (295.51), wacom bamboo

Replies: 0
avatar

Sure, here.



Attachment Attachment
Replies: 0
avatar

Any reason why this is not working after taking a look at the UV’s ?

I’m going to try multiple UV titles, maybe that will do the trick.



Replies: 0
avatar

Solved it, almost :)
I need to find out how I can put a UV section within a UV tile, currently I’m getting a UV error in Mudbox ?



Replies: 0
avatar
  • oglu
  • Posted: 22 March 2011 09:09 PM

a uv tile is the space from 0-1 or 1-2…
you have to bring your uvs into that squares…
mud wont work if you cross the borders…

and your uvs are really bad…
the area around the eyes and the mouth needs much more space…



http://www.linkedin.com/pub/christoph-schaedl/6/558/73b

Replies: 0
avatar

Olgu - I know the UV are a mess that is why I’m using multiple UV, as I won’t be able to get everything evenly spaced within one (0,1) UV coordinate. 

How do I know in my 3D package when I’m outside of a UV coordinate space, when my 3D package only shows one UV (0,1) coordinate in the texture viewport ? 



Replies: 0
avatar
  • oglu
  • Posted: 23 March 2011 02:37 AM

if you are working in maya there is an option for…
in the uveditor --> view --> grid optionbox

scaling up the uvs isnt a fix… you have to relax the area around the eyes…

if you like to use uv tiles you have to split up your uvs in parts…
uvs are not alowed to cross the uv tile borders…

take a look at the uvs of my frog here…
http://area.autodesk.com/mudlife/basem/frog_6_uvtiles



http://www.linkedin.com/pub/christoph-schaedl/6/558/73b

Replies: 0
avatar

if you are working in maya there is an option for…
in the uveditor --> view --> grid optionbox

I use Softimage.

scaling up the uvs isnt a fix… you have to relax the area around the eyes…

Multiple UV maps is a better option at this point, but thanks for the tip :)

if you like to use uv tiles you have to split up your uvs in parts…
uvs are not alowed to cross the uv tile borders…

take a look at the uvs of my frog here…
http://area.autodesk.com/mudlife/basem/frog_6_uvtiles

Split the UV into parts, but keeping those parts within the UV (0,1) boundaries in Softimage is what I’d to know.  Mud throws me an error because parts of the split UV’s are outside of the boundaries.



Replies: 0
3 pages: 1.2.3 last