Wow, I haven't seen ucupaint before. Just looked it up. Correct me if I'm wrong but: -free -multi-layered painting -bakes Ambient Occlusion -supports UDIMs -supports multiple UV maps I usually use Substance Painter for texturing, but this looks like an amazing alternative for anyone wanting to stay in Blender.
@@aegisgfxYeah I feel you. Especially after the last few months 🙄 I managed to get a copy before Adobe moved it to a subscription model. Guess I’ll use that until there’s a really good reason to upgrade or switch to another software.
In order to get to Material Preview at 1:28, press the "Z" key on your keyboard. On a side note, gosh, I still hate Blender lol. I use Microsoft Paint 3D where I could just paint directly onto my objects out-of-the-box without the UV set up process, and then I just transfer my creation to Blender when I'm ready to make animations, etc. lol But, this is just MY problem. This is still an excellent video!! But now, I'm going to go back to building my 3D robot in MS Paint 3D lol. Thanks anyway!!
Oh that's interesting. I've never used MS Paint 3D. If it's letting you import your colours into Blender that most likely means it's automatically making a UV map for you. I'd be curious to see what the UVs look like once you import the model into Blender. Ironically, it's probably doing an automatic unwrap very similar to what we make in this video 🤣
Oh that's awesome mate. It's always a struggle figuring out what to include or exclude, especially in a beginners tutorial. But there's another two UV tutorials in the works. Hopefully across all three it will be a ton of information, but not too much all in one go.
@@JamieDunbar It's the little decisions on what you include that makes your tutorials valuable. For example, at 2:40, explaining that new UVs do not hold any color data, helps users gain a deeper understanding of how Blender works. When those little nuggets of knowledge accrue, they will eventually become a gold mine of mastery for the learner. Looking forward to your other two UV tutorials; you'll make experts of us yet!
For people enduring my headache; go to the Shading tap at the top; look at the shader nodes, and manually plug the texture you're using into the BSDF material.
Solid tip. I think if everything goes perfectly you shouldn’t encounter this issue. But I had this happen myself when making the tutorial so it’s clearly easy enough to do.
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?
I watched two of your videos, 1 is this video, 2 is the video you teach about Texture mixing. Honestly, your way of communicating and explaining is very easy to understand, which made me subscribe to your channel right away after just those 2 videos. Btw, your videos is really helpful to newbies like me, thank you very much! 🙏💯
Great tutorial! I have been breaking my head for days trying to find a tutorial that could teach me how to paint a UE metahuman besides using Substance Painter, whose subscription model is a no go for me. I couldn't find out how to do it in Quixel Bridge. Blender was the answer. A million thanks!
Lmao, fantastic 😅 I’ve been doing animation for nearly 20 years and it’s often really hard to remember those initial struggles. I’m glad I haven’t completely forgotten them.
I just spend a hour on understanding what is uvs and why it won't let me paint, somehow made it and only now found a tutorial that could save me so much time 😅 nobody said that it will be easy on a 3rd day of learning 3D
I thought this'd be great, but once I actually started painting this one, and had random lines turn up near all of the seams from these tiny islands, I looked at UV unwrapping and found out it's actually a *lot* easier than you made it sound. Getting it "perfect", just like retopology is hard, but just getting to "reasonable" is actually *very* easy (and almost faster than getting a "barely usable" UV map from this "smart" thing): Just mark a few seams in reasonable spots, then press unwrap and check if it's laid it out well for you. It will really save a lot of pain compared to this confusing and messy UV map that the "smart" one has generated.
If you want to avoid accidently painting over a section of the mesh, you can go to edit mode and use H to hide that part of the mesh. Just hit alt-H to unhide it when you're done.
It's worth pointing out that it's not 1992 anymore and we don't need to use Base 16 numbers for everything so 1,000 by 1,000 or 2,000 by 2,000 or 4,000 by 4,000 is just fine for textures.
@@fours1718 it just seems so strange and arbitrary people saying make your texture one thousand ... and for no reason at all add another 24 pixels in there for no reason. Just make it 1000x1000px Or 2000x2000, keep it effing simple!! It gets stupid when you get much higher than that like 4096, what's that extra 96 pixels going to do??? Is it really raising the quality of your texture a lot? Hell why not make it 4023x4023, does that 23px not being 96px destroy your texture????? It's dumb, just round it off already it's not 1986 anymore.
I’ve tested this in 4.1 and 4.2. It should all still work. One of the most common problems people run into us using their own model, which also has some UVs attached. In that case, the add simple UVs button won’t be there. Keep watching the video. The very next section talks about adding UVs from the viewport menu.
**In Praise of Greenery: An Ode to Grass in Medieval Times** In the age of yore, when knights rode gallantly upon their steeds and castles stood tall against the sky, there existed a humble yet ubiquitous presence that carpeted the land in verdant splendor - grass. Though oft overlooked amidst grandeur and glory, grass held a vital role in the tapestry of medieval life, serving as a symbol of resilience, sustenance, and natural beauty. **The Lush Mantle of the Earth** Behold the emerald expanse that stretches far and wide, covering fields, meadows, and forests alike in a lush mantle of green. From the tender shoots that first peek through the soil in spring to the golden hues of autumn's embrace, grass weaves a tapestry of ever-changing hues that dance in the breeze like a living symphony. **A Feast for Beasts and Men** For the denizens of the medieval world, grass was not merely a backdrop but a source of sustenance and livelihood. Grazing animals depended upon its bounty for nourishment, while farmers harvested its grains to feed their families and livestock. In the meadows, wildflowers bloomed among the grass, attracting bees and butterflies to pollinate and prosper. **A Cushion for Weary Feet** In the bustling towns and villages of old, grass provided a respite from the harsh cobblestones and dusty roads. Courtyards were lined with soft turf where children played and troubadours sang, while the grounds of castles and manors boasted manicured lawns where lords and ladies strolled in contemplation. **A Symbol of Renewal and Growth** As the seasons turned and the wheel of the year spun on, grass stood as a steadfast symbol of renewal and growth. Even in the harshest of winters, it lay dormant beneath the snow, waiting patiently for the sun's return to awaken once more in a riot of greenery and life. **Conclusion: A Testament to Timeless Beauty** In conclusion, let us raise our voices in praise of grass, that humble yet mighty plant that graces our world with its presence. In medieval times, it was a constant companion to all who trod upon the earth, a symbol of resilience, sustenance, and natural beauty that endures to this day. So, let us cherish the grass beneath our feet and honor its place in the grand tapestry of life. As the sun sets upon the fields and forests, casting long shadows across the land, may we remember the quiet strength and enduring beauty of grass, a testament to the timeless wonders of the natural world.
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.
@@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?
wonderful straightforward tutorial! however even after following all of these steps, I still cannot paint on my model or uv. the brush tool simply does nothing when I use it dispite everything being set up correctly. any ideas as to what may cause this?
My best guess would be not having the right texture selected. It’s surprising easy to do, especially if you have multiple textures or materials in your scene or on your object.
@@ELIChannel_ Hey mate, how'd you get on solving this? Can you tell me where you up to in the video? It'll help me figure out where things might have gone wrong.
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.
The UV Mapping just won't show up for me while I'm in Texture Paint mode. It'll be there when I'm in Edit mode, UV Editing mode, but NOT Texture Paint mode.... It defeats the whole purpose of painting my model because when I go to attempt to paint directly on the model, it paints multiple faces that shouldn't be getting painted, so I NEED the Uv Map while I'm painting, but I can't get it to actually show up. Edit: Found out how to sync the UV in UV Editing mode, to the Edit Mode Selection. This allows me to see the UV Mapping in Texture Painting Mode. The new issue is (and which would explain why painting is hell for me) that the UV Mapping for Texture Painting Mode is a complete mess, and I can't seem to find a way to fix it, as I can't re-unwrap it IN Texture Painting Mode.
I get that it’s a bit weird, but creating your UVs is considered part of the modelling stage. So to create UVs, you’ll want to be in edit mode. Once they’re made you can switch over to texture paint mode to add your colours.
Is there no options to paint materials/patterns onto a model? I'm really interested in something intuitive that simulates real world model painting, especially in VR.
Don’t think Blender has a VR painting option (although there may be an addon). But you can definitely paint patterns onto a model. That’s a little more advanced than this tutorial, but have a look into painting using “textures” or “stencils”.
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.
Sorry mate, only just saw your comment. RU-vid does a terrible job of making sure I see them all. It sounds like you’ve got the material set up, but not the texture yet. Make sure you’ve added the material, an image texture and the UVs before you start painting.
Hey Hollows. There's a few things it could be. 1. Firstly, just go over the tutorial again. It's amazing how easy it is to miss a step and thankfully it's a short tutorial 😅 2. It's possible you may have something different set up in your scene. The easiest way to test this is to start a completely new scene, grab the default cube and try these steps. If that works, it means you've done something specific in your scene you'll have to debug.
Sometimes those different workspaces have slightly different settings. In this case, Texture Paint is set to “material preview” view and Layout is set to “Solid”. To see your texture in Layout, set your viewport to “material preview” 👍
Wonderful video! Thank you! I noticed the color picker is affected by lighting and it can be nearly impossible to select the base color again. Shades of the color are all shift x picks up. Is there a fix for this? Thank you very much in advance.
Yes, there is! Apologies, I’m not in front on my computer right now, but I believe “shift+X” selects the screen colour and just “X” selects the texture colour. Double check I’ve got the shortcut correct, but it definitely works.
@@JamieDunbar Thank you for your help! It looks like X just flips the colors. If you find an answer for a way to select the actual texture color please let me know. Take care and have a fantastic week!
@@waltbayless7709 Hey Walt, finally got back in front of a computer. Just tested it and in Blender 4.0 and above "Shift + X" selects the texture colour. I'm pretty sure in earlier versions it was just the "S" key.
How do i import the uv map when i open the file after closing it? I ahve it saved in my files but every way i tried doing it it doesnt work, and i cant find help on how to do it
You’ll want to add a “file texture” node to your material. It’ll have a big “open” button on it. Click that and find your texture. Later versions of Blender should also let you drag and drop the texture from your desktop into the material editor.
Do you mean save the texture, then open it in another program like Photoshop, pixelate and save, then reload into Blender? Yes, you can absolutely do that!
This is getting a little more advanced, but you’ll want to find the “Falloff” menu (its both at the top of the viewport and in the side panel). Set it to “constant” for a perfectly sharp edge, or experiment with the other options for something in between.
There's two ways you could do this. 1.Go into edit mode and select the faces you want to paint (the "L" shortcut may help here). Then go into texture paint mode. In the toolbar, right next to the "Texute Paint" drop down, there should be a single button. It's called the "Paint Mask" tool. If you click that, it will make it so you can paint on only the faces you selected. 2. You may be able to temporarily separate the different meshes into individual objects, texture paint them, then recombine them afterwards. Make your UVs first, so they don't overlap when you recombine them.
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?
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 👍
Hey mate. You won’t be alone. Frankly it’s a little harder than it had any right to be. If you’re still struggling, feel free to reach out to me on the Facebook page. We need to at least get you to the painting stage 😉 m.facebook.com/DragonbootsStudios/
@@L0ki_Th3rian Haha. 3.6 is definitely an earlier version. So that "texture slots" menu won't be at the top of the viewport. You'll find something very similar in the side panel. It's a dropdown menu and it's also called "texture slots" and looks very, very similar. If you jump to 2:50 in the video, you'll get the steps to create a texture. Just find that same button in the side panel.
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!
That bright pink/purple colour shows up when a texture file is missing. I'm not sure where you're up to in the tutorial, so I'm just guessing. But that likely means you've created the texture, but haven't saved it yet. And if you close Blender before saving it, you lose the texture. Make sure you have a material and a texture.
I'm having an issue where I'm needing to use multiple textures for different objects. Right now I have a space ship with a service arm that's rigged for animation attached to it. I want the service arm to have yellow and black hazard lines on it, but I want the ship to be a deep blue. Whenever I finish one, I can't get both textures to appear. Either the ship is colored, or the segments of the arm I last worked on, and usually the textures swap depending on what I was doing last, and I don't know how to 'assign' a specific texture to specific object so it stops doing that. Also, if you could direct me to the window or setting that allows me to see every individual object painted up that would be greatly appreciated.
Hey mate. That question is well beyond the scope of this tutorial, but I'll see if I can help. It sounds like you're getting confused between which objects have which material assigned to them. There's quite a few different ways of solving that problem, but I think the simplest would be to use two completely different materials - one for the ship, one for the arm. That means you'll also paint two different textures - one for the ship, one for the arm. Does that make sense?
I always try and supply a model for people to practice on, because there’s just too many variables to work through when people use their own. Are you able to get this setup to work using the mushroom model?
Nothing I love more than a beginners guide that assumes you already know how to do things like change the viewport... Let me go google the steps your beginners tutorial is missing.
Sorry I’m on holidays at the moment and can’t really look at the video properly. Isn’t the only part where the viewport changes when we jump over to “texture paint” workspace?
@@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!
Know it may be a little late, but my square has been wrapped and a base color I chose has appeared. After that painting on that square has no effect and i can't figure out why. Any ideas?
It's hard to be certain without seeing your screen, but usually when that happens to be it's because I don't have the right texture selected. If you're using 4.0, in texture mode there should be a dropdown menu right in the middle of the toolbar. It will have the material symbol on it. That allows you to select a different texture. Make sure you have one, and that the correct one is selected.
I followed up this process and my texture doesn't appear at all when i try to paint over the model, I also dont get the edit mode ft when trying to paint, even if I already selected that on layout
@JamieDunbar HI! Thanks for the reply first of all, hope you get well soon, I tried this over other models and I still have some issues but I still don't really know what I'm doing wrong. What I meant with "edit mode ft" is when you choose edit mode on layout after selecting an object, it let's you modify it. I see that you can see that feature when you choose uv editing and texture paint, and although I can see it during uv editing, I can't see it when texture painting :
The tutorial files only have one object, so I'm guessing you're using your own model? That makes it a lot harder to figure out what's going wrong, since I have no idea what your models are or how they're set up. I'd suggest starting by doing one object at a time and make sure that's working before trying to do multiple objects with one texture.