Issue Painting with Viewport Canvas

t_smith5
Collaborator
Collaborator

Issue Painting with Viewport Canvas

t_smith5
Collaborator
Collaborator

The last two threads I posted had no replies at all. Let's see how this one fares... I had an issue with the Viewport Canvas on Monday whilst at uni over a different issue. This time I'm using my own computer, and whilst that issue hasn't cropped up, something else has. I've added material IDs to each part of my model, each part has been UV unwrapped - head, torso, arms etc - but whenever I try to paint in the Viewport Canvas, whether I'm the using the mouse or my tablet, paint that appears on the face is showing up on other parts of the model, such as the legs, feet, back etc. I have applied a default material to the model so I can better see what I'm doing whilst painting. Not sure if that's related... Can't imagine why it would be though - the paint is only appearing in specific areas and not all over. What could the issue be? And how could I fix it?

 

Thanks

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domo.spaji
Advisor
Advisor

When you create box primitive with def. parameters it has 6 mat. IDs.

What would you aspect if apply single mat. to it?

 

What if apply multi/sub-obj. mat. with 6 materials and all with same diff. texture?

 

What if apply multi/sub-obj. mat. with 6 materials but every with different diff. texture?

Only in last case you will see different image on each box side.

 

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t_smith5
Collaborator
Collaborator

I'm sorry, but I don't follow what you mean. I've tried painting with a single material and a material that's a multi-sub material and I get the same problem with both.

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domo.spaji
Advisor
Advisor

You should start with properly unwrapped and packed UVs so you will need only single mat.

If you continue unwrapping/packing from current UVs you could have to split/brake shells on material borders

(hiding with mat IDs didn't separate them)

Painting with mulimats and overlapping UVs can be confusing.

And main advantage of multi/sub mats is that you can have overlaped UVs   

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t_smith5
Collaborator
Collaborator

Thing is, I’ve been following a specific workflow from uni. Each part of the model has had to have material IDs assigned to the different limbs - head, arms, torso, legs etc. Each one can then be accessed from the UV Editor and the parts have been UV unwrapped. The only ones that haven’t been are some accessories - floating geometry - which aren’t included with the body parts and their UVs anyway.

 

i even took the model into 3D Coat and paint showed properly on it there.

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