Member MaxHancock Posted April 8, 2016 Member Report Share Posted April 8, 2016 I have this weird UV island anomaly that I'm unable to paint on top of. What's that all about? Quote Link to comment Share on other sites More sharing options...
Carlosan Posted April 8, 2016 Report Share Posted April 8, 2016 Hi Are you using the last version 4.5.33 ? Quote Link to comment Share on other sites More sharing options...
Member MaxHancock Posted April 8, 2016 Author Member Report Share Posted April 8, 2016 No, I have 4.5.19 installed. I'll try installing the latest version now. Thanks. Quote Link to comment Share on other sites More sharing options...
Member MaxHancock Posted April 8, 2016 Author Member Report Share Posted April 8, 2016 OK, I now have 4.5.23 installed. I can't test if the weird black polygon uv is gone because I didn't save. I'm guessing it's because I updated the UV post painting, and applied it again. I've never tried it before but I do remember a tutorial telling me to never do that or I'll get problems like these. :/ I have a new problem on a similar model. I'm trying to paint on the front side of a model but when I do 3Dc paint's on the back instead. This started happing in the middle of my project. Still happens after updating to 4.5.23. Painting on front: 3DC actually paints on back instead: Here is my 3DC file, if you want to have a look yourself. https://www.dropbox.com/s/z4zducmb8l7xwpb/Window-3DC.zip?dl=0 Quote Link to comment Share on other sites More sharing options...
Advanced Member Gary Dave Posted April 8, 2016 Advanced Member Report Share Posted April 8, 2016 If you bring up your e-panel there is an option to ignore back faces. You can access this panel by pressing E in the paint room or hovering over the stroke mode icon icon in the top left (above the colour switchers) Quote Link to comment Share on other sites More sharing options...
Carlosan Posted April 8, 2016 Report Share Posted April 8, 2016 Yes, try it please Quote Link to comment Share on other sites More sharing options...
Member MaxHancock Posted April 8, 2016 Author Member Report Share Posted April 8, 2016 (edited) OK, I had a look, and ignore backface is already checked (on) and I'm still having the problem. When I uncheck, it paints on both sides of the object. I check it again and I get the same problem where when I paint on the front it actually paints on the back. Edited April 8, 2016 by MaxHancock Quote Link to comment Share on other sites More sharing options...
Advanced Member Gary Dave Posted April 8, 2016 Advanced Member Report Share Posted April 8, 2016 Is it a single sided mesh? By which I mean, a flat piece of geometry that has no actual back faces, but instead you see the same faces on both sides, because the material is double sided? Quote Link to comment Share on other sites More sharing options...
Member MaxHancock Posted April 8, 2016 Author Member Report Share Posted April 8, 2016 The mesh is boxed, so the normals should be one sided. Is that what you mean? Quote Link to comment Share on other sites More sharing options...
Advanced Member Gary Dave Posted April 8, 2016 Advanced Member Report Share Posted April 8, 2016 Yeah, pretty weird. But it might be due to the fact that your mesh is so thin, so 3dc is being a bit silly. I'm not sure though. Also, sorry I've only just noticed that your issue isn't that it's painting on both sides, but rather it's painting on the wrong side. That is super weird. Quote Link to comment Share on other sites More sharing options...
Member MaxHancock Posted April 8, 2016 Author Member Report Share Posted April 8, 2016 I thought so to, especially when it started to happen after I saved and came back to it midway through the project. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted April 8, 2016 Report Share Posted April 8, 2016 You dont have overlapped UVs ? Quote Link to comment Share on other sites More sharing options...
Member MaxHancock Posted April 8, 2016 Author Member Report Share Posted April 8, 2016 I don't think so. How can I check? I was in a rush so I used auto-map. Does that sometimes make overlapping UVs? Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted April 9, 2016 Contributor Report Share Posted April 9, 2016 (edited) I inspected your file and I think that the problem is that surface normal vectors are facing different directions. Only the normals of sideframe2, glass1 and latch2 seem to be facing the correct way. Fix your normals and you should have no more problems with texturing. --- This model could easily be reduced from ~300,000 faces to something with just just three digits. Pozdrówka. Edited April 9, 2016 by ajz3d Quote Link to comment Share on other sites More sharing options...
Member MaxHancock Posted April 9, 2016 Author Member Report Share Posted April 9, 2016 I inspected your file and I think that the problem is that surface normal vectors are facing different directions. Only the normals of sideframe2, glass1 and latch2 seem to be facing the correct way. Fix your normals and you should have no more problems with texturing. --- This model could easily be reduced from ~300,000 faces to something with just just three digits. Pozdrówka. Yes, I think you are right. It was a purchased model, and if I had made it it would have been much less polygons. 3DC doesn't even let me manually create a seam because the edges are too close or something, so there was only one way to UV it, auto-map. Is there a way to change the direction of a mesh's normal in 3DC? I found out that what was causing the black polygon on the other model, it was an extra polygon, non-plainer on top in the same place, So I was able to fix that part. Thanks! Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted April 9, 2016 Contributor Report Share Posted April 9, 2016 To change normal direction of a selection you need to take the model to retopo room. Inside it, when you choose the "Select" tool, you will have a new set of commands available with flip normals being amongst them. However, I imagine that selecting specific faces of a mesh so dense can be difficult, so what I suggest is to import your object to sculpt room and then quickly retopologize it and create new UVs. Finally, bake the normal map and begin texturing. Quote Link to comment Share on other sites More sharing options...
Member MaxHancock Posted April 9, 2016 Author Member Report Share Posted April 9, 2016 Excellent! I will try that! Thank you. Quote Link to comment Share on other sites More sharing options...
Solution Carlosan Posted April 9, 2016 Solution Report Share Posted April 9, 2016 To see the hidden faces because normals you can use View > Backface Culling = off Its purpose is to detect polygons that are invisible in a particular scene – that is, polygons that face away from the viewer. only the left windows have the normals ok And the model have custom vector normals data was exported from 3DMAX with MeshSmooth Modifier = on ? Hope this help slidingwindow2.zip Quote Link to comment Share on other sites More sharing options...
Member MaxHancock Posted April 9, 2016 Author Member Report Share Posted April 9, 2016 Looking at the original model I can see there was a problem that I couldn't see before. With backface culling on, I can see through the object, and that shouldn't be the case. The model you uploaded looks correct. I'm guessing you flipped the normals in a different program? I imported it and auto-mapped it. And with Backface Culling on, it appears as it should, and I can paint on it. So, that solves that! Thank you! Quote Link to comment Share on other sites More sharing options...
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