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"The UVs should be laid out in the 3D modeling or UV editing application so that a 4-6 pixel wide empty region exists along the outside perimeter of each UV shell to account for the necessary edge bleed that automatically occurs when painting.
If the UVs are spaced too close to each other, or are positioned too close to the edge of image borders (UV tile edge) seams and paint artifacts can appear on the model when it is painted."
Hi all,
i also have seams problems when painting on my model.
Here is the way i proceed to import my model in mudbox : i created the low poly model in 3ds max, i unwrapped the uv, and then added a turbosmooth modifier (2 iterations) in order to subdivide it. Then i exported the .obj file. (10 000 poly)
Should i instead export the lowpoly mesh and subdivide it in Mudbox for better results in term of seams ?
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