Pixelated brush stroke

I’m pretty much about to be finished with the Blender texture painting course and ran into a small problem while painting one of my slabs. On some sides the paint brush seems to have a smooth, or mostly smooth look while on other sides they have a more jagged and pixelated look. From what I understand from the course, maybe it could have something to do with the seams on the mesh, or maybe I missed a particular step while making the slabs?

I know that you won’t be zoomed in enough to see the detail anyway so I chose the solution of smudging the shadow to make it look smoother. Is there any solution for this or can it pretty much just be ignored? Some images are unpainted because I undid the strokes and saved.

SS1
ss2
ss3
ss4
ss5
SS6

2 Likes

Perfectly reasonable. If you know it won’t be looked at in detail, there’s no sense in spending much time on a face that’s basically one step above backface culling!

The good thing is, you’ve got a good large bleed on your texture. While ideally your UVs would already be of “even” size so that this doesn’t happen, it can, in practice, be difficult to achieve that and prevent the occasional bit like what you’re seeing. I imagine this sense comes with experience though; there’s only so much you can cram into an x*y image before quality suffers.

Because nobody’s going to be scaling this down to the point where the massive bleed disappears and causes texture crossover, you should be ok to just manually resize the affected UV quads (a little at a time) to give them more texture coverage, and the increased resolution should allow you to get a sharper result. All the more reason to really crank your bleed settings in future texpaint projects!

The only other thing I can think of that can cause this blurriness is the brush itself (settings), but I doubt that’s to blame in this case because of all the other work you’ve done. Really just mentioning that for the sake of completeness =)

3 Likes

Thank you very much for the response, I’ll take note of this and hopefully have less problems as I continue with my projects :grinning_face_with_smiling_eyes:

3 Likes

a UV_map can be stretched because it does not have the same shape as the object’s face. There is an option to see stretching - I forget the name or hotkey for this.

  • You can solve that by adding more seems, and thus lowering the stretching.
  • you could align a uv-face to the pixel grid of the bitmap.

More things to do, but for now you’re good to go. You will learn this with more experience.

4 Likes

I’d like to point out that some faces are going at an angle. This causes a pixelated effect which becomes more noticeable the less texel density you have. Texel(texture element) density is a combination of image resolution and UV mapped space. Basically how many pixels(picture elements) of the image is assigned to the face. Pixels are square and so when you paint diagonally the square pixels becomes more noticeable. It is less noticeable the smaller the pixels are(higher resolution image). I hope that makes sense.

4 Likes

This topic was automatically closed 24 hours after the last reply. New replies are no longer allowed.

Privacy & Terms