Texturing Painting gear viewplane masking

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
there we go and we're gonna open up blender and this is where i left off uh uh really the other day right um wow this is working really well hopefully it stays this way so so there we go now in this case i don't really want the stencil anymore right so remember one of the things you could do is go to the texture menu here and the x right because remember i kind of loaded this texture in right so we can go to x and that kind of just turns it off okay so everything's cool though all right all right so you can also change to viewplane right all right let me give me a second hello um i actually already sent her the office so she should be there because yeah they called me up before class started to have me send her over a couple of students okay bye all right back all right uh the fun of teaching in a high school and recording a video all right so at this point basically right we have our texturing uh we've already started up but remember you can go back to texture here and you can either switch your mapping to viewplane that's kind of a better one to have uh by default usually for me even if you're not using texturing it's kind of a good one to have on my default um just that way it's not trying to use the stencil quick keys but remember also you can load your texture here once you've loaded it in right you usually have to go to here and then load one in and this is something like b painter if you end up deciding to spend a little bit on it really kind of makes that whole process amazing that's kind of one of those areas blender stock is you know the actual painting tools are pretty good but um you know like they still need a proper kind of like image browser layer system and asset browser 3.0 should kind of i think remedies some of that stuff but if you want to turn the texture off remember just go back to the texture menu here and just click on that x and it just kind of gets rid of it right so that's kind of always good to do um i just want to double check that we're recording yeah we are good i thought we were all right um uh so yeah so kind of just remember to turn that stuff off at this point right this is going to kind of be a lighter lecture uh but i did want to start to get uh the texturing for the gear going right we've kind of done some good stuff here you could of course always go do add some more but something like this right this is your first character texturing so you have to go nuts right but we do want some like good color variation here um you know take it take advantage of the fact that you could paint at the pixel level right so in this case what i'm going to do is i'm going to go to uh crab gear right and i'm going to turn the eyeball on for it over here now in this case i'm going to turn off the crab body eyeball uh make sure to go to object mode four uh that way and sometimes i just double i just click on it again just to make sure you get that orange outline right remember you could turn the eyeballs off for this stuff you can of course select them here but sometimes you just want to double check to click it there so it's like fully fully activated and now we want to do is we want to create a new material and texture for that now if i click on the uh reddish ball down here at the bottom right remember there's that reddish ball when you're loading a texture into paint with you want to do it through the kind of red checkerboard at the very bottom here but that red ball right that's kind of our ability to go and look at our textures now the nice thing is we've already done um like some of our base color texturing before right and um we want to plug a base color on right so we already kind of created the materials in an earlier one uh you can always do it through here but remember you can always go to shading right and kind of you know create a new material there give it a name and that's kind of stuff we've already done in a previous video right that's kind of already stuff we've done a previous video so back to texture paint you can even plug your color maps into that shading system there um and we saw that kind of with plugging our normal maps in but if it's just like some color map stuff it's pretty easy to do kind of right through the texture painting views workspace right go to the red ball and remember base color now we already saw this right on the uh for the uh body but we even saw this when we did our uv grid distortion right so remember we've kind of already done and had a couple of videos even before we started texture painting where we kind of talked about some basics of materials with that that reddish ball right base color is your main color right so you can either pick a color if you want the whole thing to be a solid color but you can also of course click on the yellow dot and that brings up this right amazing enough the tv is working great today and we go to what's called image texture right we go to image texture right there and when we do that all of a sudden usually it kind of temporarily goes black but that's because it's kind of empty right even though we've plugged the image texture node in here we haven't actually loaded a texture into it so right so basically right now it's kind of like an empty packet of information and code that's waiting to have an actual texture created for it and now you see you can either open if you already have an existing one you want to put on here or if you want to make a new one which is what we want to do so i click on new and remember this is just like it was when we did the uv grid stuff right so we've actually now seen this like three times previous now in this case i want to specifically name it so i'm going to call it crab gear color and i also want the pixel width to be higher uh we'll do 2048 obviously if you've got a much nicer computer you can go 4096 if you want to um i'm trying to keep this doable on your devices right so probably gonna be a better one for us and since we have overlapping uvs it's gonna be 2040 and one half and then 24 down the other half it's the same texture so you're kind of effectively getting a 4096 but only have to worry about the size of a 2048. blank is what we want right remember you could do a generated type for uv grid but we want blank because we're actually making a specific color texture we want to paint and of course i can go to color here and click on the color remember there's that long bar that's the actual color usually by default it's white sometimes you'll see it black you can click on it and it brings this up now this is where you can normally pick your main color itself but this over here controls the lightness and i know we've talked about this before but part of teaching is re-teaching is practicing with it right so remember if you if you drag this slider up all of a sudden you'll see it goes from black and you see all the colors again right uh so this is kind of your slider for the overall kind of value right the lightness if you will and so there we go now we've got more options for colors and we wanted the body green but i think this is going to be more of a leather we'll kind of go with a brownish color right with kind of more of a brown we'll hit okay and now we have an actual texture plugged into there right now one of the things to remember is i'm going to kind of go over here remember you can grab the little bar remember you can always adjust the window sizes right i generally when i'm doing a lot of my painting unless i'm doing 2d painting here uh we'll see that more on our next project right this one we're not going to worry about that still got more to show you on our next our more advanced project but you can always kind of minimize or maximize whichever workspace you want to kind of make the focus right i'm going to open this up a little more because you'll see right now the texture that's loaded in here is um and you're not really kind of quite seeing the texture here so if you go back to like the the white screwdriver wrench to see your properties for your brushes you're not really seeing the texture in here yet so sometimes i find i need to go up here right so just kind of open this like i said open this panel up a little bit more and just go up to this little browser right whenever you see kind of what looks like a triangle and like a little blue dot almost like a landscape like a super abstract landscape like oh look a mountain it's a triangle and then like the sun it's a circle right you'll see this in a couple of places you click on that that's your ability to browse for an image and you'll see that the crab gear color is available in there once you have that in there you can then go to image save as right so like once that's kind of the active image in here there is an image menu right there right we've seen this before so this is just kind of more like mostly what i'm going to be doing on this for the next day or two is the same stuff i am going to show you guys how to make a roughness map for some metal on the rivets that's about the only new thing it'll just be the same stuff i showed on the previous videos and we go to save as so image save as and in this case it's already set up to be crab gear color so i'll just save image as and now you'll see that the actual crab gear color is truly available here you can actually switch between what you want to modify right we'll see this more probably tomorrow because i'm just going to focus on some color painting today maybe a little more tomorrow the roughness map won't take long to do so we'll get the color map painting started here and then we'll kind of do finish it next class session and do a little bit of metal paint basically but now you'll see once you've kind of made sure that this is the active image here and you've gone to image save as to make sure to give it the name you want you will actually see it available here now to more easily browse for whatever your active layer is going to be in this case i usually kind of move this down a little bit right move it down so you can still see image up here for saving as you go but also remember i've got file external automatically packing a blender file turned on right so it's checked on remember that makes it so when you save your blender file it will save the textures in the blender file having said that as you paint you will still have to go to image and save right to actually save any updates the text you've made there is a quickie for that alt s right alt s so just a little bit about setting that stuff up again it's a great thing to see again right it's going to be in our videos of course and i'll do some i'll start to do some review stuff later this week with it as well so now we've got that set up and i'm actually going to save my scene there we go so it's that image is even saved in it and now of course we could paint again now some of the cool things we saw were our ability to actually um fill right remember we have a fill bucket right here right and so one of the things we could easily do is uh you know click on fill bucket um make sure that the uh white screwdriver white wrench at the very top of our properties menu here is on right because there's a couple of the very top one basically it's a white screwdriver and a white wrench click on that and that shows you like i said your active textures you can paint with but also just shows you some of your main options including color for your brush of course a lot of this stuff is up here as well right so you see a lot of this stuff up here as well if you want to click there you can go there in this case i'm going to pick kind of a lighter brown brown like a more of a yellowish brown than this kind of a reddish brown so you can pick a color for your fill bucket now in this case though i want to use the fill bucket on specific polygons remember how i kind of showed you this a bit on our crab creature body so if i go to three for face mode i can easily go in here and select what i want to fill now what's interesting of course is we have a couple of ways to get that selection if i go to two for edge mode i could double left click on this edge loop right double left click selects edge loops and it selects that edge loop there i can then also just shift double left click on this edge loop right here right you kind of see those already are seams for our uvs and by doing that if i go to the select menu you'll see in select loops there is select loop inner region now you'll notice in this video that there's a z quick key for that that's because i assigned that right if you don't see it don't freak out i assigned that shortcut right remember right click in this case change shortcuts available but you would see a signed shortcut and then you can put whatever shortcut you want in there so let's just select loops select loop inner region and you notice how it selects just the polygons in between those two edge loops i selected this is a neat tool right it basically looks at your edge loops selected sometimes multiple sometimes just one and it finds the side that has less polygons so whichever ones have less that's what it's going to prioritize or bias to so that's one way to grab all of those now another way since we already have seams here is believe it or not if you just select a polygon on this shell because remember these seams indicate islands so this whole part's an island if i just go to select linked that'll do the same thing because of the island so your select link actually works on islands in your uv space right in your uv space double check that it's still recording okay all right and of course if we go to 8 right remember 8 is the quick key for texture paint although if you go up to edit mode up here right just like we've seen it in our normal modeling workspace right up here there's edit mode you click on that and it's got all your modes texture paint is one of them eight is the quick key for that eight is the quick key for that now we're back in texture paint mode and you'll notice that remember right next to this texture paint mode is what looks like basically a polygon right looks like a white square and then there's view if i click on that white square you'll notice that it grays out the polygons that weren't selected so you notice when i go back to three that those faces are still selected when i hit eight that's on still and it's only making editable those polygons that were selected so this is our what's called paint mask and you could use paint mask with polygons it's actually super super cool and with full bucket on with that color i can just click in here and now it fills just those polygons if i turn this off you'll now see there's the update that's really really cool you'll notice that image now has a little asterisk next to it it's kind of a little star thing you'll see on phones and all that stuff click on that and of course save and now that's been updated remember that button right there is your paint mask and it will base it on your polygons that are selected so if there's ever an area that you just want to paint on and not have it paint anywhere else or you want to use your fill bucket on that's it and it's really cool i actually love this feature in blender so that's a neat neat feature that blender has that's quite cool right remember this is one of those things that we could do as we paint in blender we could just do those things right now of course i can go back to my draw brush the regular paint brush it's kind of the top of these right the one that looks like an actual paint bucket with like a drop coming out of it that's your fill right that's your fill the very top one is draw that's your normal paint brush right so now we can go back up to there i really feel like i want to do some image painting here so i'm going to go to color and i'm just going to make this kind of maybe a slightly kind of reddish brown there we go maybe tone it down a little bit also i probably want the strength of this brush to be a little lower right we don't want it super super intense remember we can go to texture and we can load textures in now if i wanted to load another one in here i can right remember it's this uh red checkerboard at the very bottom here right we click on that we can hit new we can go to op right it brings this up when we hit new this case we want to open right so i'm going to open and then you can go find where you've downloaded your textures right you can see how you go to desktop if you've used recent folders here you can add bookmarks there's actually some really really neat things this browser can do in blender and i just have kind of my textures here those are kind of interesting but i also have stencils so i've got a couple downloaded here at home i've got a vastly bigger one i think i'm going to use this leather one right open image and now this is available to use right so remember that that bottom red checkerboard you click on that and use this will be blank with like uh um a new you click on that and then it's kind of got that new versus open in this case since i want to open something to use as a paint a texture to paint with i go to open right otherwise you're going into the material plugging into a specific channel and then you do new new and then you're actually making one from scratch but that kind of a little red checkerboard at the bottom is for how to it's kind of a good way to load existing textures in now if i go up to texture here you'll notice it's plugged in here so once you do that it'll be plugged in here if you want to remove it hit x the thing though is it doesn't remove it from the blender scene it just makes it not active currently so you'll see there's kind of this little white checker board here right if i click on that you'll see there's now both of them in there so the cool thing is as you load these textures in all of them will be available to browse with and use so you don't have to keep reloading it in for the specific blender scene it'll kind of save with that blender scene so i'm going to click on that new one now this time i don't want to use stencil right that's what i kind of showed you uh the other day right now i'm just going to use viewplane and remember what viewplane does and i'll just kind of show it off here again a little bit it's best seen with a stroke now in this case we want stroke method space that's kind of the normal paint method right the spacing itself though that's how much space it's going to be before it drops this right so what happens is with a low spacing it paints and it keeps painting that right it kind of it's like it stamps it it says okay i'm gonna put this image here and then right almost on top of it and put it again almost top of them put it again almost top of them and put it again as you turn stamp spacing up to like say 70 you could better see exactly what's going on with this so if i start to paint you see how it's kind of dropping it and then dropping it a little ways off and then dropping a little base off and then dropping a little ways off so that's how you control that space between the stamping of it right so if i went to say like 130 spacing you'll see even more clearly look at that gap so you can see as i just move my brush what it does it drops that right it places it places it place it so it's taking that image each time and placing it as kind of a faded circle placing it as a faded circle placing it as a faded circle and that spacing is what's giving it so much space so if you want more space just turn your spacing up in this case i actually wanted it low because i just wanted to be this general kind of noisy texture and you see how it's kind of almost on top of each other but it's still painting it you can kind of see that bit of noise in there it's easier to see on my monitor than on that tv unless you get closer and this could just be a general way if you're not looking for a super super specific kind of texture effect this could be a great way to get certain things if you're just looking for like a more uh generalized kind of simple noise using an image i find that this one works pretty well stencil is the whole image comes up and you paint exactly the image you could paint parts of it and i'll we'll see that again uh another day probably our next session for this stuff up here but i figured it'd be great to just kind of point out that of course right and i'm going to turn turn the symmetry off of this right you can get some weird artifacting when you have uvs on top of each other if the symmetry is on for painting um because our uvs are on top of each other and i just paint so remember you don't have to use a stencil to paint an image but they will give you distinct differences right this is just painting on top on top on top on top stencil the whole image comes up and you paint exactly the whole image exactly as it is whereas this is kind of like small image small image small image small image and this kind of overlapping top of each other so like i said that's kind of better if you're looking for just kind of a more straightforward quick kind of um image noise texture we see this could be a great way to kind of lay down just a little bit of kind of a bit of a simplistic kind of leather noise effect it really depends on what kind of effect you're going for but i was trying to get you guys to remember that texture here you could load textures in and that mapping either viewplane or stencil could do some really really cool stuff right these other ones are do some interesting things but i find that the most everyday useful are viewplane and stencil so in this case we're just using viewplane for that it's a great way to just kind of get some cool texturing on that model and then of course when i'm happy i can just go back to texture here click on x so it's no longer on we don't want to keep painting with that texture right and then if i wanted to remember we can actually kind of use our brush right draw brush is already on remember radius is right here although your left and right brackets can make that brush bigger or smaller and s right if you click s and drag uh left or right it'll make your brush size bigger smaller also so i could easily then go to say mix here right and pick something like multiply remember you have blend modes on your brushes and so with a lower strength here i can just kind of darken this area up a little bit i probably should set the color darker too usually you want your color mid-range so it's either uh more pronounced or uh more subtle and you see i can kind of go in here and i could just grime out a little bit darken kind of those cracks and crevices oftentimes an ambient occlusion if you bake it from a sculpt can do this but i kind of like to have a bit more of a stylized effect for it and it's just a great way for me to show you that you can actually use these blend modes to you know kind of create some grimes or cracks in a crevice or play with the shading a little bit for your model of course if i wanted to i could use the line stroke for this right so if i go to stroke and i click on space i can go to line and you will notice that all of those strokes that we saw in sculpting work for this right so believe it or not all of the strokes that we use for sculpting apply to painting so a lot of what we did right for our sculpting still applies to this like i said sculpting and painting are kind of cousins they're far from identical obviously but a lot of the same brush features right can be used on all of them you could paint with viewplane and stencil and images as well as use all the stroke types whether it's sculpting or painting so a lot of that stuff you were learning about on sculpting still applies here and it's just applying to color instead of sculpting remember all these functions are available to you and even line stroke works for this and you see how you can just get in here and do some pretty neat stuff with this like i said stock blender um it needs a better image loading browsing for the textures you're going to use system uh it needs a better kind of layer system b painter offers that and it's quite good it's not free though it is like a 40 add-on very much worth it if you're seriously uh want your texture painting and blender to be better up now that's starting up there we go now disconnected okay well i finished that video up anyways so uh yeah i'll stop recording i'll be great please stop
Info
Channel: Mike Roberts
Views: 8
Rating: 0 out of 5
Keywords:
Id: AhowApddbNM
Channel Id: undefined
Length: 25min 52sec (1552 seconds)
Published: Tue Sep 28 2021
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.