Before you begin painting,
consider the following:
- Polygonal and subdivision surfaces must
have non-overlapping UVs that fit within 0 to 1 in the texture space.
In general, Automatic Mapping produces
UVs that can be used for painting. For details, see the Polygonal
Modeling and the Subdivision Surface Modeling guides.
- NURBS models are usually made up of multiple
patches, whereas polygonal and subdivision surface models are often
only made from a single mesh. When textures are assigned, each NURBS
patch receives one texture, but by default a polygon or subdivision
surface receives only one texture for the entire mesh. This can
result in there being insufficient texture resolution to get fine
detail on a polygonal or subdivision surface mesh. Increasing the
texture size to the maximum will result in slower performance, and
may still not give sufficient resolution.
One solution is to partition
the model by assigning several materials (for example, one for the
head, one for the torso, one for the limbs). Each material on the
mesh then receives its own texture. This has the added benefit of
allowing you to work on part of the mesh at one time. To do this,
right-click the material in Hypershade and
select Assign Material to Selection.
In this way you can also assign different size textures to different
parts of the model if desired.
NoteThe 3D
Paint Tool does not deal with non-manifold geometry correctly.