Modelling, UVing and texturing a low poly car and painting a pixel texture in Blender 2.8+ Twitter: / louisdumont 0:00 - Intro 0:34 - Modeling the car 8:43 - UV unwrapping 10:56 - Painting textures 18:25 - Settings recap
Pixel Textures are honestly one of my favorite styles ever. Growing up with my best gaming years in PS1 def influences that. The original Resident Evils, Silent Hill, Tenchu 1 and 2, Twisted Metal 1 and 2, Soul Reaver, Medevil 1 and 2, i could go on for hours.
Thanks! I've been trying to find 2.8 tutorials on how to make Low Poly Pixel Art for a month. This was the best one I've seen so far. Hope to see more contents like these :D
Very good lesson; thank you! There are several things about Blockbench that are driving me nuts, and I'm glad that there IS an option to create fine-tuned low-res pixel texturing in Blender.
A good way I've found as an amateur to get less clean results, like if you want kinda grungy, gross, unrefined textures for a horror project, is to paint the texture you want first in a high resolution, making sure to emphasize the details you want to stand out, then absolutely crunching down the size of the texture to how you want it. Then just edit the UV map itself to fit your texture, and set it to linear unless you want a smeary N64 look to the texture.
I wish I could like this video more than once! I am Most interested in the rendering style of ps1, so this is allot of help, Also this is great! Making moderately simple things like this that give you the ability to jump into blender and learn helps greatly!
looks fantastic, would be really cool if maybe you could do a tutorial of a low poly character with pixel art (like your bot) because of its more complex uv unwrapping and workflow i would even be happy to buy it on gumroad or something, your vids are top quality
I really love the artstyle, thanks for the cool video! Could you please tell us, how you manage the UV Mapping to be "pixel perfect"? Cause especially on the edges of the UV Map i really struggle to make them fit and not overlap, without stretching the pixels too much. Thank you in advance for the tips!
very good but as a beginner, total beginner. i couldn't even add textures to my box. not clear the pahse where u selected the segments before unwrapping, for what it was?
Looks great! How did you get the brush to work well with 1 single pixel lines? I have trouble consistently doing that, usually the brush wants to paint thicker strokes multiple pixels wide.
Very good tutorial, thanks. but there is a major problem with this style and you had the same, its the texture density related to a pixel grid.... If you dont change the grid to a pixel based size and have a proper pixel density your uv surfaces edges wont be sharp and you will get some half pixels from places to places.
Wouldnt it of made more sense to have plugged the texture straight into an emission node with an emission of one or a diffuse node, rather than a principled node as you are only painting a diffuse texture not a set of pbr textures, I mean I guess it depends on whether you are just going to render it as an object in Blender or use it as a game asset in a particular engine, what type render pipeline its using with whatever channels
Do you have any techniques or tips for keeping the pixel size consistent across multiple .blend files? I've been trying to work with grid snapping but it hasn't been great for my blood pressure :/
@@tightcoupling I'm reading the stuff in this link, but I'm too new to understand...shoot another thought. How well will this work if I'm doing pixel art straight onto the model?
I have a noob question. Say I wanted to export something like this to unity, would the emission work? Or even the texture? Or would you need to play around with shadergraph? Thanks for the tutorial, I’ve been looking for a tutorial on how to do this for a while!
It should be fine if retaining simple images plugged into the principled BSDF node. It's worked for me exporting to WebGL and SparkAR recently. Although I think the emission might be treated differently. I've been following this: docs.blender.org/manual/en/latest/addons/import_export/scene_gltf2.html#emissive and using the GLTF exporter. Also you might have to find a way in Unity to interpolate the low res pixel texture so it doesn't default to something else and become soft/blurry. I'll update here if I come across further techniques.
@@kitsunez I know this is an old comment but if anybody is still looking for an answer: you can press a hotkey to bring up the search window. I use the industry standard preset and it's Tab there, I think in the default Blender key setup it's F3. From there, just type in the node you want to add and press enter. The search options depend on which window you're hovering over at the moment of pressing the hotkey - in the node editor it brings up nodes, in edit mode you can use it to apply scale and stuff, etc.
How were you able to paint the emission on top of the texture? My mesh just turns black when I create the emission thingy (layer? texture? image?) and I'm not sure where I'm going wrong.
If you're here to figure out how to do texture emissions, or emissive textures, jump to 15:35. Thanks for the video, I have been trying to figure this out for a while.