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Texturing in DeepPaint - The Basics
Added on: Sun Nov 21 2004
Page: 1 2 3 4 6 7 8 

Correcting Seams I.

One of the main advantage of DeepPaint is the chance to solve the promblem of seams. Seams could be on an object where the UV's are not connected to each other on the UV sheet. These seams on cylindrical objects, like hands or legs are unevitable.
In this case you can check this situation on the inner side of the elephant legs. Although I have tried to hide these seams into the inner side, it could be clearly visible anyway if the animal is moving.

Unfortunatelly there is an other very obvious and visible seam: as the modell is simmetrical (and was mirrored) there is a seam following the line where the two part was combined.

There is an easy way correcting these seams in DP called Projection Painting. Clicking on the "toggle projection mode" icon, the viewport going to be the canvas where we can paint on. In most of the cases we can use the stamp tool to correct the seams but of course, all the other bruses are also available.

If we click on the Layers tab while we are in projection paint mode, we can see that the previously created layers had disappeared and only a reference and a paint layer is visible. Quite obvious that we could paint onto the paint layer only, and finaly it is going to be merged back to the reference layer and will form the final texture. If we want to use the stamp tool, then first we have to define an area on the reference layer where the stamp is going to get the samples for painting. We can do it by selecting the reference layer and pressing down the Alt button an clicking on an area we wish to use. Now If we click back to the paint layer, we can easily correct the seams.

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