Texture Paint going on unwanted parts of mesh problem

Hello,

So I’m trying to Texture Paint the face of an NPC for my upcoming horror game and for some reason when I’m painting his face, it gets on totally different parts of the mesh. Here’s a video demonstrating:

As you see, there’s even small parts of the mesh that don’t get painted on for some reason. I’ve looked at different threads and videos but I haven’t really found anything helpful for me this time. I’ve tried flipping the Normals but that didn’t really do much either as well as checking the face orientation to see if it was on red but it’s on blue and seems fine. What could be causing this annoying problem? I’d appreciate your help very much as I’m still quite new to texturing and whatnot.

Double check your UVs. There’s most likely some overlap.

Yup, these were overlapping:

How can I fix it though so it will no longer give me issues when painting? I tried moving said overlapping UVs away to the side nearby and tried painting again but the problem continues for some reason. Is there another fix you may know of again here?

What does it look like after you moved them?

Like this


Then if I try to paint the mouth again hoping the problem went away, it just paints right through once again as unintended. Do you think there might be something wrong with my mesh or am I probably missing a step here with the UV stuff?

I can’t really tell from these pictures. Moving the UVs has always worked for me with this issue. If you want to share the file I’ll take a look.

Sure, how can I put the file together and send it to you with the textures too if possible? First time sharing a Blender file sorry.

It’s all good. Do you have a google drive? If you do, put your file and the texture into a folder, and load it into GD, then set sharing to “anyone with link” and copy paste the link in this thread.

If it’s a small file then you can just drag and drop both the file and the texture right into the reply box.

Either way will let me or anyone else with an idea download it and check it out.

Yup, here you go.

https://drive.google.com/drive/folders/1wBSxRO5-oeaY78gtGTuuWB3aMjzRWRK_?usp=sharing

Would be nice an explanation too if you do find out what’s going on with the UVs so I know.

Okay. So I took a look at your file, and on my end, it was just a case of moving the UVs. The way your mesh is set up and unwrapped, with triangles instead of a more “traditional” topology that are somewhat randomly placed in the unwrapping makes things a bit difficult. There’s a “bleed” around the texture painting, and with your triangles close together in places, that bleed affects nearby faces.

https://drive.google.com/drive/folders/1X3LFR5RCMkSQKsz1NjsXxeAm8ZGbc3o8?usp=sharing

There’s a couple ways you can deal with that. The first, shown in the video, is just moving your faces around in the UV editor until the problem goes away. It’s a little tedious, but it should fix your issues. The second is to cut a seam through the head, and re-unwrap it. (In the screenshots) The upside, the UVs shouldn’t overlap (they didn’t when I did it). The downside, you’ll have to redo all your painting on the face.

I included a copy of your blend file with the second method as well as a quick test texture I did if you’re interested in checking it out for yourself.

You’re awesome! I was so worried I was going to go another few more days confused and stressed about this problem. Yeah prior to making this thread, I read about adding a seam but I didn’t think much of it and thought that my problem was probably something else. God bless you!

You’re welcome. :smiley:

Sidenote: File → External Data → Pack Resources… also select Compress on save (top right :gear: )… and on BA it should be under 5MB…
…if not: check if you really need everthing in the file to show the problem…