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Problem: I'm trying to paint roughness and later different colors on a car body. I clicked 'Unwrap'in the UV editor and went to Texture paint. I've created a texture for the roughness and connected it into the material. When I started painting in 3D view, nothing happened except a few huge transitions at unwanted places. Although, when I painted on the unwrapped mesh it worked (however, there's still some problem at the rear). I am relatively new to texturing / unwrapping so I'm not sure what am I doing wrong. Usually in tutorials after unwrapping and setting the texture it's possible to draw/paint directly on the model. If it makes any difference, the model has subsurf. modifier, boolean and mirror on it.

Question: How could I paint on the actual model so that I can see what I'm doing? Which step I am missing?

enter image description here

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  • $\begingroup$ hello, please pack your images and share your file: blend-exchange.giantcowfilms.com $\endgroup$
    – moonboots
    Commented Nov 3, 2020 at 13:45
  • $\begingroup$ hello. I have answered a very similar question in the past. check out this link to see if my past answer helps: blender.stackexchange.com/questions/200366/missing-texture/… $\endgroup$
    – ETHAN DAY
    Commented Nov 3, 2020 at 13:55
  • $\begingroup$ Double check normal direction as well as uv island overlap for starters. In the 3d view, zooming out with a decent brush turns it into a huge brush area which then will slow you down because the computer needs to process a large number of pixels per paint dab/stroke, so important to reduce the brush size in relation to the number of pixels under the cursor in view. $\endgroup$ Commented Nov 3, 2020 at 14:02
  • $\begingroup$ Thanks!! I recalculated the normals, same issue. I also followed the steps in the previous answer but still doesn't work. I guess I might need to check on a simpler file if still keeps happening. for now, I have no other idea. $\endgroup$ Commented Nov 3, 2020 at 16:16

2 Answers 2

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Go to Edit Mode > Mesh > Normals > Flip. Your normals should be facing the outside. To check normal direction in 3D Viewport > Overlays > Normals > Display Normals.

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It's because the model is not unwrapped correctly. I think the different parts of the model are overlapping in the UV Editor. That's why when you paint on one area, it shows on several parts. To fix this, you have to unwrap it correctly by marking seams at specific loops or just hit U in Edit mode and select Smart UV Project.

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