3D Paint

Painting Textures with Maya's 3D Paint Tool. 


Introduction  - Painting 3D Textures


In this lesson we'll show how to use Maya's 3D Paint tool with MTOR. We'll paint a texture onto a Maya Subdivision surface and render it with PRMan. These techniques will also work on NURBS and polygons.


A texture created with Maya's 3D Paint


Using Maya 3D Paint


1 -  Open the Tutorial Scene 


For this tutorial, open the scene: 

/mtor/scenes/3D_Paint/model.ma

(Where are the scene files?)

Looking at the scene, we find one simple Maya subdiv. We'll paint onto the surface, and then attach a Slim shading network to attach that image.

 

 



2 - Check UVs


Before using 3D Paint, the model's UVs should be arranged appropriately. We can view the models UVs by selecting the object and opening Maya's texture editor:

Window-> UV Texture Editor

Arranging UVs can be an art in itself, so we won't cover all the details here, but usually it's good to avoid having overlapping UVs, and it's good to keep the UVs inside the 0 to 1 grid. These UVs satisfy both these criteria.  

Laying out UVs properly allows a 2D image to be applied to a 3D surface with arbitrary topology.


UVs ready for 3D painting


3 - Maya Subdivs: Check UVs in Poly Proxy Mode


This step only applies to Maya subdivision surfaces, when using NURBS, polygons, or MTOR subdivs, we can ignore this. But this is an important issue when using Maya subdivs . . .

When working with Maya subdivisions, we need to be aware that there are UVs associated with the subdivision surface, in "Standard Mode", and another group associated with the underlying polygonal mesh, in "Polygon Proxy Mode". 

MTOR honors the polygonal UVs, associated with polygon proxy mode. The subdiv UVs contain hierarchical subdiv information that MTOR does not interpret.

For best results, arrange the model's UVs as a polygon, then convert it to a Maya subdiv. 

Here the UVs of the model were arranged when it was a polygon using Maya's texturing tool:

Edit Polygons-> Texture-> Automatic Mapping

(For more info about working with Maya subdivs see: Maya Subdivision Surfaces)


Polygon Proxy Mode good for UVs


Different UVs  are associated in Polygon Proxy mode. Notice there are fewer UVs in the "pointy" areas, than in the image in step #2.


4 - Prepare Textures


With good UV grooming, we can bring up the paint tool: 
Texturing-> 3D Paint Tool

1) Set the attribute to paint, in this case Color.

2) Set the Image Format to Tiff, a chosen format for MTOR.

3) Next Assign Textures . . . choose an image resolution.

Now we're ready to paint.


Crucial bits of Maya's 3D Paint Tool 


 



5 - Paint on Surface


Paint an image on the surface . . .


Doodle with 3D paint
 


With an image painted, we're now ready to load it into MTOR, but first we need to make sure the image is saved to disk. We can do that with the save texture button (from step #4):



Or we can enable "Update on Stroke" which will save the texture to disk, well, on each stroke.

Our new texture appears in our current project . . .

3dPaintTextures/model/ subdiv_modelShape_color.tif 


The 2D texture created with 3D Paint

 


6 - Construct the Slim Network 


Open a palette, create a shading model, and plug in the new image as the color. 

 

 

 


   


Build a shading network for the new image.


7 - Render with the new Texture


Attach the shader to the model and render. Your image should appear on the model. Voila!


Model with texture created with Maya 3D Paint 


Tips and Tricks for working with 3D Paint


Note A - Optimizing UV Layouts


By looking at the resulting texture map created with the 3D Paint tool we can see there is a lot of yellow, areas of the map that are basically wasted space that bloat the size of the image unnecessarily. By moving and sewing the UVs, which Maya's tools, we can maximize the use of our texture map, making the most efficient use of our geometry. 

Remember, as discussed above, when working on Maya subdivs, edit the UVs when in Poly Proxy Mode. Don't edit UVs in Standard Mode, MTOR cannot interpret this hierarchical UV data and relies on the UVs in Poly Proxy Mode. However, when editing the UVs in Poly Proxy Mode, the hierarchical UVs will not be displayed and will remain in place, which will cause a disparity between the UVs MTOR sees and the UVs Maya sees, and may create issues with 3D paint. For best results, edit the UVs with the model converted into a polygon, and when the UVs are arranged properly, then convert it into a Maya subdivision surface.

For more information about using Maya subdivision surfaces and MTOR see: Subdivision Surfaces.
  


UV Layout for model


Resulting 2D map created with 3D Paint

 

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