ZBrushCentral

Polypainting Issue

Hi guys,

When i try painting areas such as the lips, I keep getting a blocky pixelated look. How can I get a smooth polypaint transition?

Is it because of my tablet settings:

Brush > Tablet Pressure:

Everything is default

Preferences > Tablet:

Use Tablet (On)
Size Sensitivity (0.75)
Z Sensitivity (0.95)
Color Sensitivity (0.95)
Lazy Pressure (0.5492)
Tablet Imbed (0)
Color Gradient (0)

My model has 520,000 Polygons, is it to low to paint small details in to the model? Thanks for the help guys.

Attachments

polypaint_issue.jpg

Your mesh resolution is too low. Subdivide more. Consider 1 polygon as 1 pixel.

Also, if you are painting with more than one material on the tool, then you can use ‘Materials-Blend Radius’ slider in the Render palette to smoothen the transition between materials.

It looks like there is a decent resolution, and your tablet settings are probably fine if those are the default. Visually it looks like you
are painting with MRGB on instead of RGB. This causes your strokes to also paint material data into the polypaint, and unlike normal vertex colors painted materials don’t blend as nicely in real time (you basically get to see one material per polygon, vs polypaint colors blending between vertices).

If that’s the case and you don’t need several matcaps on the model, then switch your brush’s paint mode to m (material), select the Flatcolor material and use color: fill object to erase the material information while preserving any polypaint RGB color. You can then select another material of your choice to be seen on the mesh, and go back to painting (be sure to switch back from m to RGB).

If you want to have several different materials on the same mesh, then you can either try increasing the blend radius to affect renders only, or else try splitting the surface into polygroups with some loops around the borders, or split each material into its own subtool

:lol:

:rolleyes: Not for hyper pore-level detail, but for what he’s currently painting the density is ample enough to get a smoother blend than what he’s currently seeing (ie: the problem he’s posting about, specifically mentioning). The stair-stepping gives a good idea of what the density in that area really looks like, which makes it pretty evident that his problem is his brush having a material enabled vs just RGB.

Thanks @Zber2 and @Cryrid for the help. I was really stuck and having a hard time trying to texture my model. This is the first time I have tried texturing any of my models and it has been a really great learning experience. Subdividing the model, making the lips a separate polygroup with the edge loops around it, painting the material and than the actual paint I wanted to use (haha I know my model looks to be some yellowish/brown guy, I can’t seem to get an actual human skin color though ill learn though haha). Now I have some new skills to add to my arsenal because of you guys, do you guys have any tips or tricks to texture a model? Like general texturing tips that could be used as a stepping stone to add any color/texture effect to a model (ex. I love vibrant and stylized models, like those used in super Mario galaxy, the way the characters are textured which makes them bright, vibrant and shine with a magical quality which I find very difficult to produce haha). Any tips and tricks from you guys to texture as you can see From my model I’m still learning haha, thank you so much guys for the help and for teaching me a couple new tricks to use.

This thread would probably be a good place to start: http://www.zbrushcentral.com/showthread.php?58528-NickZ-Beta-Blast-(8-movies-added-page-32)-April-2013&p=1016770&viewfull=1#post1016770
It covers a variety of different tools zbrush has at its disposal for painting.

For more stylized models I personally try and use less lighting so that the result is more based on the painting itself. Usually this means the skinshade material, with some modifiers adjusted (usually more ambient light, less specular unless the material is supposed to be noticeably glossy). I try and avoid switching materials across the same surface, and instead keep different materials as separate models / subtools