G'day Blenderheads! This is Jamie and I make 3D animation stuff.
My favourite part of 3D is creating characters, which is the focus of this channel. But that's not to say we won't make things explode from time to time.
With 15+ years in the 3D game, I'm here to share the tips, tricks and help you make cool stuff too.
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Thanks for your knowledge! But what would happen if instead of painting the texture directly with the brush, I wanted to use some procedural technique in Blender? What would be the steps for this case? I'm confused about the layout of the UVs and how I could export this texture along with the object to another program.
Great question. There’s kind of two ways to texture an object. One is UV painting, the other is procedural. And of course, there’s a little cross over between the two. Broadly speaking, procedural texturing doesn’t usually require UVs. This technique uses the shape of the object to detect edges, bevels and flat surfaces. This allows you to dynamically paint objects (meaning you can swap the material to a completely different object and it will still work). Procedural textures have their limitations when it comes to adding very specific details. For example the eyes on the mushroom character. Or a tattoo. For these kinds of details it’s much easier to UV unwrap and paint them manually. Once you get good enough at both techniques you can start to combine them. So you might have a procedural skin texture as a base, then layer a tattoo texture over the top. Things get more complicated when you want to export to another program. Most programs don’t use the same procedural nodes, so trying to export a procedural texture usually won’t work. In that case you’ll want to “bake” the procedural texture. This simply means taking all those procedural nodes and transforming that data into a painted texture. So although you don’t need UVs to create a procedural texture, if you want to bake and export it, you’ll need to create UVs. Hopefully that makes sense. It’s all very confusing at the beginning. Feel free to ask any follow up questions.
At 4:55 in the video we add the “mix node” so we can layer the base colour and the elvish text. Instead of the gold colour, plug your texture into this slot 👍
For anyone whose texture painting just didn't work for no reason - with texture paint mode on, go to the "Tool" menu on the right, and under Brushes on the top delete the current brush with the X icon, then create a new one (the exact same one). This fixed the problem for me.
It sounds like you tweaked a setting somewhere on your brush that was holding you back. Deleting it and recreating it basically resets everything to default. Another user got stuck when they accidentally put an alpha on their brush and it stopped working. So it’s simple enough to do.
@@JamieDunbar I didn't tweak anything though. It was the first time I even clicked on texture paint in a new installation of Blender, I had never touched any of those brushes before. I literally just had to delete it and re-create the exact same brush. I found this solution elsewhere online from someone who had the same issue.
@@Kiwi2703 Oh now that's interesting. I wonder if that's a bug that's been introduced at some point. When you say "new installation" did you copy over your settings from the previous install?
About 4:08 in, you do something to select the smaller UV map in one go, but I can't figure it out. How did you do that? Some kind of trip to select all non-connected vertices?
That’s the “L” shortcut. As you r noticed, it selects things. In the UV window I recommend having your selection set to ‘faces’, as ‘vertices’ will select parts on both UV islands. You can also use the “L” shortcut in the 3D viewport in edit mode. It has options so you can select all connected faces. All connected UV islands. By material. It’s really versatile and useful.
A few things to check. Obvious one - make sure you’re in material view. Make sure your texture is properly attached to the material in the shader editor. Make sure you have the correct texture selected when you start painting. Good luck!
Hey Ghoost. You’re not the only one to run into this problem. If the follow the steps perfectly it will work, but it’s extremely easy to go back and forth on one of those steps and suddenly something gets broken. Go into the shader editor and just make sure your material has the correct texture and it’s attached to the base colour. Also make sure when you paint, you have the correct texture selected to paint on.
Aaahhh, that’s an issue that could have 1,000 solutions. I’d start by creating a brand new scene, creating a simple cube and adding a material. If Blender still crashes, it’s likely an issue with your computers drivers. Start by making sure your graphics card drivers are all up to date.
Yeah sorry about that. I made this tutorial right when 4.0 released and the "Screencasts" addon hadn't been updated yet. The keyboard shortcut to bring up that little pie menu is "Z". You can also change it in the top right hand corner of the viewport. There's a couple of little circle shapes that represent wireframe, solid, material and rendered view.
Hey! Could you please make a new tutorial on mastering materials in Blender 4.0? Since the software has changed, the old content is outdated. I'd love a comprehensive video using a gas station model to demonstrate all material techniques.
Hey there 😊 I’ve tested this tutorial in everything up to 4.2 and although there are a couple of new options, the tutorial itself still works. If you’re looking for something seriously in-depth, I know Blender Guru recently released a massive texturing tutorial for an old building: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-uHCJoNEWjXo.htmlsi=I4_bGq7C8cc_Actp
For some reason my blender does not show the option to create "simple uvs", i looked through everywhere yet i couldnt find. I am on the latest version and a lot of things have changed. Any ways i can fix this? 😕
Hey mate. I’m guessing you’re using your own model? If your model already has UVs that option isn’t available. Don’t stress, just follow the tutorial a little longer and I’ll show you how to do the same thing from the viewport menu 👍
@@Gaminxr Hey, saw your last comment come in, but it looks like you deleted it? Just wanted to make sure you found that missing button you were looking for?
If you follow the steps carefully it will work, however it is annoyingly easy to get something wrong. Some things to check: -Is the texture connected to the material correctly? -Did you accidentally create more than one texture? -Do you have the correct texture selected when trying to paint? Let me know if any of those work for you, or if you’re confused by how to check them.
@@JamieDunbar imagine a zebras stripes but rotated a bit (its like it puts the stripes on the main color then takes a picture of said color and repeats it where ever i try to paint
@zi3rra My best bet is you've managed to attach a texture to your actual brush. Take a look at this image: docs.blender.org/manual/en/latest/sculpt_paint/brush/texture.html On the right hand side you'll see a heading called "Texture" with an image under it? Directly under that there's a few controls, one of which is an "x". Click that to remove the texture from your brush. If that doesn't work, or you can't find that setting, shoot me a message on the Facebook page. That way I can share some screenshot to guide you: facebook.com/DragonbootsStudios
Cool stuff.. but Is it possible to use these tools and export to unity? Is it possible to convert an autorig pro rig to animate a simple rig for use in unity?
AutoRig Pro comes with some built in tools to automatically export its rigs to both Unreal and Unity. I don’t work in games much, but the couple of time I have it’s been a huge timesaver 😌
I need some help, yesterday it worked but on my other model i can’t unwrap it, it says ”Unwrap failed to solve 17 out of 28 island(s), Edge seams mat need to be added” help pls 🙏🏻❤️
Ooff, now that’s an interesting error. Firstly, are you sure you didn’t accidentally choose “unwrap” rather than “smart UV”? “Unwrap” is a slightly different method that does require you to add edge seams for it to work. “Smart UVs” is meant to automatically create those seams for us, so I’m surprised you’re seeing that error by picking this option. If that doesn’t work there may be some issue with your model. Is it a very high poly model? Or is it made up of multiple objects?
did not get the edge i was hoping, infact i just got a ugly randomized color. dont know why yours turns black and adds an edge but mine did infact not do that.
This is for the bevel node right? By default I believe it gives you some XYZ coordinates, which are represented as RBG colours, hence you get random colours. If that doesn’t make sense, don’t worry. The short version is, did you add the colorRamp node at the end to turn those colours into black/white values?
Good question! There’s a few ways you can handle this. 1. This will still work with multiple meshes in one object. 2. You could seperate the meshes into two objects and paint them separately. 3. You could leave them joined, but do the process twice. So you’ll have two materials on the one object.
You do know for correct vertex painting it still requires UVs for it to be moved and exported, right?. Stuff like this on the internet is just plain dumb. If you need to save the painted vertex color and get it recognized by a external application you'll still need UVs.
Hi Max. This is a beginner tutorial and was never designed to include things like importing and exporting. That said, I was interested by your claim of still needing UVs. I didn't think that's how vertex colours worked. I tested it this morning and I was able to export a simple sphere with vertex colours and no UVs as an alembic file. When imported back into Blender, it still had it's vertex colours 🤷
@@fishkid1177 Just did a quick test in 4.2 and all the steps and buttons still work. Is there any chance your model already has some UVs? If so, just keep watching. We go over how to create UVs from the viewport.
@@JamieDunbar ah, i figured it out! for some reason my screen didn't have the button, but i just missed when you said the key. i pressed "u" and was able to figure it out from there lol! i also had a friend who helped me in real time! i'm halfway done with texturing my model now :D this tutorial was extremely helpful, tysm!