11/1/2023 0 Comments Texture painting maya![]() ![]() ![]() The high-resolution, seamlessly tiling-processed multi-layer texture supports not only color maps but also bumps and displacements as materials for various video productions, and is useful for creating photo-realistic images. Related to all this, might be good to see if at preferences are correct in stuff related to these matters.A collection of mapping materials containing textures that can be used immediately with various 3D software.Check if it's a lighting matter in the way you are wanting to display/render it.Check how you created the material and asigned the texture.Check normals.Flip them and/or fix them, to see if it gets fixed.If that happens, is a matter of going to preferences, and put viewport texture resolution a bit higher. These days I think this habit is dissapearing. In some packages, in viewport, always low resolution textures are shown, per software preferences, so to get best performance. Sometimes simply you have not any lights and for that specific viewing or render, it does not do automatic open gl lighting: needs one light there. (Again, I only handled Maya in some teams for handling assets, I'm a Max and Blender user, mostly)Or did not asign well the texture, UVs aren't there as I mention, etc. Some packages will show a black render when you just did not create a material for it. I don't know in Maya, as I don't use it, (but used other packages for years, 3D is similar in the end.) but often the full black can be no actual UV Mapping done, inverted normals (all 3D packages have fast tools to flip or fix them), the UVs are wrong, and the texture has black lines or areas in it, and it's just covering all model with a black part detail (wrong scaled UVs, often). Is not clear to me if you see all black or something at low resolution, reading the question. I use 3D painting mostly for seams, for organic models, etc. 3D Painting is cool, but a good uvmapping and old school 2d painting and editing, will give a lot of control and precission. A good uvmapping is absolutely key in texturing. Check that the UV mapping is good and correct, first of all. ![]() This is a typical problem, but causes can be several.Īre you sure Uv mapping is done? The size of the texture wont help if the UV mapping is badly set, so it could be just mapping a small piece of the texture, and that is why it shows so big pixels. ![]()
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