Blender Tutorial Series – Part 14 – Painting the Texture

Part Fourteen of a series on the complete creation of a character in Blender (Johnny Blender). This part works on the texturing process in Photoshop CS2.


Comments

25 Responses to “Blender Tutorial Series – Part 14 – Painting the Texture”

  1. jacobiversen1 on August 27th, 2009 2:01 am

    ok thanks

  2. tomrebel2 on August 27th, 2009 3:41 am

    not if you want to move the lights

  3. johnshepherdsg on August 27th, 2009 7:03 am

    sorry about the dumb idea just do what youre doing its sweet kick ass i love this

  4. BlenderhelpMATER on August 27th, 2009 1:25 pm

    Software like blender is made with a open source (free)
    programming program, so they can’t ask money for it

  5. ward7299 on August 27th, 2009 10:30 pm

    what open source means, is that the source code is “open.” if you know how to program, you can take the code and add features to it yourself. check out wikipedia if you’d like to know more about it.

  6. kobracmdr on August 31st, 2009 1:02 pm

    I used to do something similar to that in 3ds max. I’d use a material color, set up lights around the model, then bake the texture. Then take that texture to photoshop, and use it to paint the real texture. I think it easier to gage what a flat color texture will look like on the model using lighting information, then simply looking at your topology and guessing.

  7. magidove on October 14th, 2009 6:11 am

    what do you think of the new 3d painting on photoshop cs4, you can paint without the unwrap it thing and another question you prefer blender over maya and can i know why thanks a lot

  8. VikingLionHeart on October 20th, 2009 12:11 pm

    GIMP works great!! If you put the money together GIMP + Blender = $ 0.00. For something as basic as this, GIMP works just fine. You just have to use different tools and set up the layers a little differently.

  9. ward7299 on October 20th, 2009 12:14 pm

    oh i agree gimp would be great. but since i already have a good copy of photoshop, i’ll just use it :)

  10. blazpecnik on November 6th, 2009 10:13 am

    Hey why when i texture my model.. and go to texture mod, there is no shadows .. i want it to be like in 13:48

  11. Limehammers on December 20th, 2009 6:16 pm

    I can get the object uvs unwrapped and sent over to gimp.. i can color it and send it to blender no problem… i make a material and apply the texture i made to it.. but here’s the problem.. I cannot see the object textured in my regular 3d view.. when i’m in ‘shaded’ the object is pitch black.. when in textured, it’s white… BUT while in ‘texture’ i can render and see the texture wrapped correctly.. how do i see the texture on my object in 3d view?
    Thanks in advance

  12. bonahe on December 29th, 2009 10:02 pm

    @Limehammers You have to add a Light to see it properly in shaded mode.

  13. SMMGOGO on January 4th, 2010 1:23 pm

    for the chiks you could use the burn tool???

  14. goshfather on January 16th, 2010 4:25 pm

    I have successfuly textured my character in blender. It looks great when I see the render preview or hit F12. However, when I start the game engine, the real problem starts. As i start the game engine, the texture is inversed. Instead of seeing the texture on the outside of the mesh, I see the texture from the inside of the mesh. Its almost as if my character has been flipped inside out.
    any suggestions on how to fix this?

  15. blender3dmaster on January 21st, 2010 8:36 pm

    easy fix. go into editing buttons, go into edit mode, click on texture face, then click two side. select all the faces and click both copy buttons. and that should be it. just tell me if this is hard to under stand or if you cant find some of the buttons

  16. ym314 on January 29th, 2010 4:02 am

    amazing nice tutorials!!!

    thanks

  17. goshfather on February 10th, 2010 9:26 pm

    i cant seem to find “2 side” and the copy buttons.

  18. goshfather on February 10th, 2010 9:30 pm

    hah nevermind i found them. thanks for the help. Major discovery!!!!!!!!!!!

  19. supercutlerfan on February 17th, 2010 5:51 pm

    Ward I followed your steps but when I render it it gives me a black model of my guy. I used gimp 2 Its free if you want to download it and make another totorial.

  20. Bigwig1989 on February 25th, 2010 5:37 am

    Check to make sure you Changed the map input to UV and have decent lighting. if that is not the problem then i too am at a loss :(

  21. valek27 on March 2nd, 2010 6:46 am

    actually a better more optimised way (to reduce lag) is selecting all the faces and pressing CTRL N, this will hopefully recalculate all the normals to the outside of the mesh, but its not always seccessfull and you may have to flip the normals manually

  22. lamers01 on April 4th, 2010 4:54 pm

    Hey is this the only way you can do skin tones in blender? i’m looking at doing a burn on a face and don’t know where to start

  23. WeatbixZ on April 6th, 2010 9:42 pm

    Every time i make a uv map and texture for a cube (or something), the texture only shows on one face of the cube and doesn’t cover the whole lot. So if i was texturing a character’s hand it would probably end up on the foot or on there head :S or even if the texture was on the hand it wouldn’t come up on the right places of the hand. I hope someone can understand and help me :(

  24. ward7299 on April 12th, 2010 10:46 am

    @WeatbixZ you have to make sure you set the mapping coordinates (in the “map input” area ) to “UV” rather than “orco” ;)

  25. TheWWEdude777 on April 25th, 2010 10:23 am

    please help how come when i put the texture on the model there is no shadows

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