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visionary
11-23-02, 04:15 PM
I am having a problem texturing this unified skinned head. As you can see there are several polygons not properly textured.

When I use texture master and paint the surface it looks great when it is "dropped" but when I "pick" it, this happens. I have tried resizing the model, dividing the mesh, adjusting RGB intensity and Z intensity but it made no difference.

Any help or suggestions would be appreciated.
Visionary :D http://www2.zbrushcentral.com/zbc_uploads/user_image-1038096923ays.jpg

KenH
11-23-02, 04:24 PM
Hmmm...I've never quite seen it like that before..but you might increase the size of the texture map(can't remember if you tried that) or failing that, just paint those polys from as many angles as possible.

Karasuando
11-24-02, 06:18 AM
You try to change the UV coordinates from UVTiles to perhaps Spherical, which should work for your head. You can find this button in MODIFIERS->TEXTURE.

aurick
11-25-02, 10:01 AM
UVTiles performs best when the texture size is a multiple of 1024x1024. 2048x2048 and 4096x4096 are great for high resolution textures, and 512x512 can be used for very low resolution texturing.

gummie
11-30-02, 08:57 PM
This happened to me a lot and I found that the reason for this is that I needlessly painted with a material that otherwise should have covered the whole object and you get these blind spots that don't seem to go away no matter from which angles you paint.

I can't seem to find the mysteriously disappearing texturing options in my buttons though, I swear I just saw it like yesterday.. :o

aurick
12-01-02, 01:51 AM
Gummie, your answer is here (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=009153).

Also, that material effect that you're encountering is something that happens any time two radically different materials come into contact with one another. The more different the materials are, the worse the effect gets.

A common technique is to save the current material and load it back into another unused material slot. Then make minor variations to it so that you can paint the new material on top of the old one without nasty effects.

Another thing that you can do is to use Draw>Channels>Mat Overwrite. As the slider's value increases, the more material blending takes place between the current material and the new one. This blending is based on the currently selected alpha. Black areas have maximum blending and white areas have the current material painted at 100% intensity. By playing with this slider, you can get nice blends between materials without those nasty spots.