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View Full Version : Poly Paint Color>texture Grainyness issue!


ChuckBaker
10-27-2008, 02:33 PM
Hey all,

Hope I'm in the right place for this.

When I hit color>texture my polypainted texture turns pixolated and grainy.

I'm shooting for 2048x2048, I feel like that should be more than enough resolution for the detail I have, and even at 4x4k it happens. It seems to be the darkest, or the cavity masked areas, that get pixolated the most. Although in truth it's probably the entire texture that is turning out this way.

I feel like the texture looks like it is1024x1024 applied to a 2048x2048 texture file. Is that possible?

I'm pretty lost here, any help is super dooper!

ChuckBaker
10-27-2008, 02:50 PM
Here are a couple images to help out. The first is just a shot of the creature I'm working on, and the second is to show the grain that I'm getting in my texture after when I hit color>texture. The polypainted creature holds up nicely with high amounts of detail, but upon texture creation it goes grainy, even at high texture resolutions...

Frozan
10-27-2008, 05:29 PM
maybe thatdon can answer this one. im clueless on it.

MM
10-27-2008, 05:32 PM
as far as i can tell your mesh isnt high res enough. if your computer can handle then divide your mesh again and then convert. also, cant you adjust your cavity blurring ?

ChuckBaker
10-27-2008, 07:46 PM
Thanks for the responses guys.

MM-It's not the resolution of my mesh, it's upwards of 5million polys, and is holding an extensive amount of poly paint detail. The issue happens at the stage of texture creation, when I hit color>texture the result is pixolated and grainy. No mater what resolution texture I choose.

Frozan-You're a wicked beast, thanks anyways! I'm gonna scan that tree lady for you right now!

Thatdon- I Got some cake for you Don, cake!

wim
10-27-2008, 08:01 PM
Hey mate here is a honest answer, lets make a club orso, because I had the same problems like you and still has. good luck let me know if you have the answer ok. cheers

ChuckBaker
10-27-2008, 08:20 PM
Wim- So you've had the same issue? Let me ask, do you use Headus to unwrap?

ThatDon
10-27-2008, 08:42 PM
could you post a close up of the flower head with the "flat" shader on it.

ChuckBaker
10-27-2008, 09:17 PM
Hey, sure thing. The first is the grainy flower head, and the second is the polypainted head.

MostlyToad
10-27-2008, 09:25 PM
I think it's baking out the cavity map while still rendering it with the cavity applied.. so basically rendering cavity twice..

There should be a way to disable either rendering the cavity map in the viewport, or prevent it from baking...

that's my theory.. hope it helps :D

ChuckBaker
10-27-2008, 09:56 PM
Yeah, I figure there is a setting, or a switch I need to flip. It almost seems like an anti-aliasing problem. Because it's pretty close, but it's just very sharp hard edges across the entire texture.

ThatDon
10-27-2008, 09:59 PM
To be honest dude it's really good results, I wouldn't expect a perfect transition from polypaint to texture. You could always try baking the map out a 2x the intended resolution and down res to get a more softer AA feel to it.

Also be aware that you need to first fill the object with a solid color before you start polypainting so there is pixels everything and not JUST where you paint.

On a side note, really sweet work, this is a awesome character.

ChuckBaker
10-28-2008, 04:31 AM
Thanks man! Yeah, it's probably fine, I've been staring at it way too long anyways, I'm ready to be done with it.

Although I did some tests on my next creature that are not turning grainy like this, so something happened that was different.

Uberific
10-28-2008, 05:53 AM
Thatdon while were on the subject of polypaint, do you know of any way of being able to work with layered textures using polypaint similar to the way you'd work with a texture map in photoshop? I've tried zapplink and it seems to need you to merge down the layers every time you switch back to zbrush.

wim
10-29-2008, 09:22 AM
I also beleve it has somethink to do with cavity, it depends also on what kind of material you put on the model.
And what Thatdon said is treu, it looks really good.

ChuckBaker
10-29-2008, 04:52 PM
Many thanks my friends for the props!

Wim-I've noticed that the material can mess things up. Should I be using the flat shader only? I've noticed is that because I use claytubes quite a bit of the time for my sculpting, when I cavity mask, it does seem to be somewhat pixolated in appearance.

Also I didn't start with my UV's done, I'm gonna do that from now on cause it causes some issues.

WipEout
11-02-2008, 01:01 AM
Are you sure you weren't painting with mRGB turned on? that can cause a crackled look to the polypainting, since it applies the selected material at the same time as the color. I've done this before and noticed results similar to yours... to fix (if thatis in fact the issue) just select the M tab just above the canvas so you only affect the material. Thenb choose the base material you want, then go up to Color>Fill Object. Once that's done, you just need to make sure you select the Rgb button above the canvas and any painting you do from there will solely affect colors.

Hope this helps.

Leslie
11-02-2008, 07:39 AM
i like it