I have the following Problem with a low poly mesh. I have several polygroups on my mesh. When I assign different materials to the different polygroups with “Color - fill object”, i don’t get clean boundaries of my materials. That means, some Polygons of the neighbor-polygroup have the same material assigned as the selected polygroup. So at the end, every polygroup-boundaries look frayed after assigning the materials. After subdividing the mesh, the error gets smaller with evrey subdivision. But still a litte error remains. I have to notice, that my polygroup-edges are really sharp edges, I used edgeloop and grouploops to make clear and smooth polygroup-edges. Does any of you have an idea how to avoid this Problem? mawag
are you assigning materials or color information?
polypainting is Vertex Colors, you can’t get a “hard” line with vertex colors, they don’t work that way.
Hello, I assign MatCap-Material with the M-Channel. I also have to mention, that about the same Problem occurs when trying to mask a polygroup: When i hide all other polygroups and mask only one polygroup, then unhide the other polygroups, the polygroups at the border of the masked polygroup get also masked a little bit at the border. Perhaps, this is the same phenomenon.
Polypaint, materials and masking are all assigned to the points on a mesh. Because the points along the edge of a polygroup are also in the adjacent polygroup you get a bit of blurring.
So it would help, to create a very small additional edgeloup around every Polygroup?
Create a thin border loop like that, or split the polygroups into their own subtools.
Thank you, I tried it. That was the problem. The thin border gives the result I want. It seems to be crazy, that the materials and colors, maskings and polypaintings are applied to the Vertices and not to the faces ofthe Polygons. Is this a Problem of every 3d-program or only from zbrush? It would be much more comfortable to apply These things to the faces. Our eyes see faces and not points. So having to apply small loops around the polygroups causes much more vertices and faces.
You couldn’t get away from the problem if you applied the color/mask to faces instead - they would still share edges with adjacent faces. The faces are defined by just points and edges. Only if the faces were all separate would they behave in the way you hope, but then you wouldn’t have a mesh.
Is this a Problem of every 3d-program or only from zbrush?
It would be every program. One vertex can only have one normal, one UV coordinate, one vertex color. Any more and you have to split the vertex. For this reason experienced game artist’s keep their eye on the true vertex count of an asset and not just the triangle/polygon count that a 3d program might tell them, otherwise they’ll find their mesh to have more verts than they originally thought.