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I am texturing an ammunition bag for a character I am making, and when I paint in especially the front flap of the bag it bleeds through to the base part of the bag. I have no idea why it's doing this and I am curious if I screwed up my UVs or if there is a function of the brush I don't understand. Help would be greatly appreciated.
I found the solution to the new issue. The reason it was distorting is that I forgot that Adobe Substance Painter automatically triangulates meshes. I triangulated my mesh and now the distortion is gone. I suppose now that I am using UV alignment for my eraser, I can also erase the bleeding that is happening. That means I have technically solved this issue, but I would still appreciate it if someone who knew of an easier way to stop the brush from bleeding through a mesh told me how to do it eas
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I found somewhat of a workaround. In the brush properties of the brush you are using, there is a setting called alignment. I believe that this is what is causing the issue. Camera, Tangent | Wrap, and Tangent | Planar all cause the brush to bleed through the mesh if there are two planes, one over the other. The UV setting of the brush alignment is the only one that doesn't bleed through. The problem is, it often comes out distorted when you brush with it. The workaround I've found for this is to paint with one of the 3 settings that bleed through to get a clean paint, and then use your eraser but change the alignment of it to UV just like you did with the brush and erase the part you didn't want to draw on in your 2D menu.
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Great, I found yet another issue with this. Something is definitely screwed up, I just don't know if it's the UVs or Substance Painter. I'm leaning towards Substance Painter, as in Blender's inbuilt texturing I am experiencing none of the same issues. Now, I exported my maps and put them in Blender, but instead of my textures looking like how they did in the 3D view in Substance Painter, it looks like how they did in the 2D view in Substance Painter.
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I found the solution to the new issue. The reason it was distorting is that I forgot that Adobe Substance Painter automatically triangulates meshes. I triangulated my mesh and now the distortion is gone. I suppose now that I am using UV alignment for my eraser, I can also erase the bleeding that is happening. That means I have technically solved this issue, but I would still appreciate it if someone who knew of an easier way to stop the brush from bleeding through a mesh told me how to do it easier.
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Hi @Kreoto,
I'm sorry I missed your message, but glad you found the solution.
According to your UVs, I guess the part you've painted in the 3D view and the bleeding part are overlapping. In such a scenario, I'd also work with the brush Alignment in order to avoid bleeding.
For the wavy textures in Blender, the problem was indeed due to the triangulation as mentionned in this thread.
Best regards,
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