Hello. I want to create details map for my character using texture painting. But seems like I have bad UV map, but I can’t change it because in that case all my textures will be broken. When I’m trying to add details, I’m getting this:
As you can see, details is very sharp and scale size of brush can’t help me at all.
What I can do in my case (except of re-creating UV map and textures)?
Are you trying to paint a small detail that’s just on one part of the body? Then I would add a new set of UVs for that detail, where I would make that part of the mesh take most of the texture square.
Are you trying to add fine skin detail everywhere? Then I wouldn’t use texture painting at all. I would instead get a seamless skin texture and repeat it over the model to get the fine resolution. Painting the fine skin detail wouldn’t be practical, you would need a huge resolution.
I’m trying to add details to small part of the body. I have UV map for that part, but I want to get rid of it for optimization purposes, because I need to use 2 additional textures for it.
You have selected a mask and not a brush … ( stencil settings (move,rotate,scale) seems to not work for masks… and maybe make also no sense for this… )
Anyway/also: painting area via brush and actual stencil position differs…
Except that doing small details with separate textures might very well be the more optimized way. If you combine everything in one big texture, that one texture would need lots of resolution to do small details.
Though, I might have an idea that could work in this one specific case. It seems the main texture has a big unused space. Is this space actually not used on the texture?
If it isn’t used, you could make a set of UVs where the part of the body that needs finer detail has been separated from the rest, enlarged and placed in that unused space. Then, you could paint the extra detail on the main texture in that empty space. You would have 2 UV sets that both use the same image texture, just different parts of it.
You are painting in stencil mode. Your texture appears as a square on screen so you can stamp it on the mesh behind. This mode is useful to align a specific part of the texture to the mesh and project it.
You can adjust the texture square’s position rotation and scale on screen with the shortcuts (right click, shift+right click, ctrl+right click).