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.
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!
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 🤣
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?
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.
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!
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
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.
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.
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.
**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.
@@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?
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.
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.
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.
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.
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 👍
There’s two reasons you might not see that texture slots button. 1. Make sure you’re using Blender 4.0 or above. 2. Your object may already have UVs. If that’s the case, keep watching. I’ll explain another way of doing it in a few seconds.
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.
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.
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”.
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” 👍
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.
Sorry mate, only just saw your comment. TH-cam 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.
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.
Nothing here works for me like in the video, i use to work every day in blender about 5 years ago so i know al the basics but it just dont work, i cant paint on my texure, nothing happens😢
Yeah Blender has changed quite a lot in the last five years. Fortunately the underlying principles are still all the same, so at least it should be easy to help you 😅 First thing, are you using Blender 4.0 or above? Assuming yes, the next most common problem is accidentally disconnecting your texture from the shader. Go into the shader editor and make sure they’re still connected. And finally, when you go into paint mode, make sure you have the correct texture selected to paint on. If you follow the steps perfectly it will work, but it’s frustratingly easy to hit ‘undo’ at the wrong time and get lost 😞
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.
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.
There’s generally one of two things that causes this. It’s possible you may have accidentally created multiple image textures and Blender is trying to paint on the wrong one. Go into the shader editor and make sure you only have the one image texture and it’s connected to your BSDF shader.
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?
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.
Sorry which texture? The one for the mushroom man? 🍄 If you check the description there’s a link to download the model. But you’re meant to paint your own 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?
Hey mate. Are you saying the button isn’t there, or your UVs aren’t visible? If the button isn’t visible, that’ll be because you already have some UVs. Keep watching the video and I’ll show you how to make the UVs from the viewport instead. If the UVs aren’t visible, make sure you have the faces of your model selected. There’s a setting in the UV editor that turns this setting on/off.
@@JamieDunbar it's actually both. i also didnt have the edges of the mesh highlighted for some reason, didnt know how to i guess. i think i had pressed the first "Unwrap" button a while ago and that's what messed it up
@@Will_-it3mh Haha, well I'm glad I gave both steps then 😜 I deliberately made the mushroom download not have UVs, but most of the time when you create an object in Blender it gets some basic default UVs. Unfortunately I think that disappearing "add simple UVs" button has confused a lot of people.
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!
@@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.
ucupaint addon blender is way better more layers. unlike 1 layer
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.
@@JamieDunbar e
@@JamieDunbar substance is adobe so it's dead to me now. Ucupaint all the way
@@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.
Well, he doesn’t fully show you every short cut, which makes it a bit confusing
I may not be a beginner anymore. But no matter what time and how experienced I am, UV unwrapping will always bring me to tears of breaking down
Haha, it does get easier I promise. I mean, you’ll probably never enjoy it, but at least there won’t be tears 😅
yea. you should be, for other reasons about you💀
Maybe one day unwrapping will be a thing of the past… god i hope so
Surprisingly, you cover a lot of things many of the basic tutorials on UV unwrapping fail to cover. Clean and concise. Thank you!😊
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!
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 🤣
I was looking for this!
thanks man for telling me to press the z ,i will never know it without you
Thank you for this comment
ur a hero tysm
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?
@@Kiwi2703 You are a legend thanks!
thnakyou
This video saved me from some potential hours of research on how to do texture painting. Thanks!
Huzzah! 🥳
Thank you for finally connecting the dots that other tutorials leave out. You presented this in a very understandable way.
So glad this helped you 😊
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.
shout out for making the most clear, intuitive, and well spoken tutorial i've seen so far.
this really helped me a lot, bless.
If this is a beginner's guide then I'm giving up on blender
I don’t get it, for why?
literaly the easiest tuto i ever seen
smooth brain
@@MajorCabbage90 What does "for why" even mean
@@xanapy frfr
Holy, i felt that when man said " you googled UV's and had a mini breakdown"
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! 🙏💯
That’s awesome. Welcome to the channel 🤩
this was so hard with other tutes, you just earned a sub!
Yay, welcome to the channel 🥳
2:25 you even addressed this issue I had. Brilliant tutorial, no overcomplicated nonsense. Thank you!
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!
through the hundreds of videos i watche, the countless hours wasted. this man explained it simpler and quicker than lightning, enjoy your sub.
Haha, thank you 😊
And welcome to the channel!
you can also start your material by dragging a texture to the bsdf on the shading workspace
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
Lol, I hate it when that happens 😩
Pretty sure this was my work around day 3 🤣:
www.deviantart.com/archdragon/art/The-Gun-10446581
I subscribed in the first 37 seconds of the video. You described the beginner's struggle so well lol
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.
Thanks! I was searching for the add texture button in the newer version.
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.
Solid tip. There's the option to mask off areas too.
how do i unhide though
@@Kali996 "H" for hide. "Alt + H" for unhide 😉
Finnaly an easy and simple texture painting tutorial
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.
Deserves more than a subscription
thx bro, was losing my mind with other tutorials 🏆
Haha, glad this one helped you 😊
**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.
How very poetic 😊
@@JamieDunbar thank
Artists don’t over complicate it, it’s just over complicated to begin with
OMG FINALLY THANKS YOU SO MUCH NOW I CAN PAINT I WAS FLIPING THE ENTIRE PLATFORM TO KNOW HOW TO DO IT
Lmao. Glad we could get you up and going 😂👍
Thank you so much for this easy tutorial!!♥️
Glad it helped you 😊
Exactly what I was looking for, thanks so much!
Amazing tutorial. Very helpful for beginners.Thanks to producer!👍👍
This is an excellent guide for beginners. Well done!
Feel the love! Thanks mate 😉
learning basic stuff in blender makes me feel like a grandpa trying to learn how to use facebook
In your defence, Blender is a touch more complicated than Facebook 😜
time to sub, quality content, thanks for giving your time and efforts, really i needed this.
Thank you 😊
And welcome to the channel!
the best explanation !
Was close to throwing in the towel and I found this video thank you!!
Oh that’s awesome! The early stages of learning 3D are by far the hardest. I hope you can stick with it 😁
this video was like a hand reaching out to bring me into the light
No, don’t go into the light! Stay here and do more Blender.
THANK YOU SO MUCH OH MY GOD i was looking for this
Haha, glad I could help.
0:08 describes it perfectly!
How’s your mini breakdown going? 😅
@@JamieDunbar horrible!
@@Gaminxr 😂😂😂
Let me know if you get stuck.
@@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?
@@JamieDunbar yeah i found it it was easy after the buttons i needed to press actually existed :D
If im the only one that understands the tutorial to a full extent then im about to start sprinting LMAO
finally something i can understand
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.
I swear Blender gonna make me crazy one day
Too late for me! 😝😵💫🤡
I LOVE YOU SIR. Thank you very much!
“And I love you, random citizen” 😜
wow i am a noob and i must say u just diirectly spoke to my brain lol
Haha, fantastic 😄
thank you mate it helped a lot
I LOVE THIS
And I love you random citizen 😁
So where is the “add simple UV’s” button? Its missing in the current version
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.
Great , Helped me a lot❤
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.
@JamieDunbar got it working, thanks! the funny thing is, everything else worked just fine too😅
it doesn't work for me as well and i followed everything and the brush just doens't want to paint@@JamieDunbar
@@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.
@JamieDunbar I got to the painting part and I tried to paint but it just wouldn't do anything
Thank you, has helped me!
Glad to hear mate 😁
i am going to have a mental breakdown
YOU ARE SO CLEVER TYSM!
Lol, thank you.
thank you, this is very helpful. i was wondering why the generated textures of my 3d model are always blank when i export it.
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.
Yeah, you should really be using 1080 [which is the horizontal dimension of 720p]
What do you mean?
@@fours1718 1024px is pointless, just use 1000px. 4096px is pointless, just use 4000px
That's just boring tho, those 24 extra pixels still have feelings you know
@@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.
GOAT
🐐🐐🐐
where is the uv unwrap thing in 3.6? i really cannot find it
edit: nvm I just realized you are in 4.0 so I upgraded to 4.0
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 👍
thx this helps a lot
If I Click on Texture Slots There isnt the Button hes clicking Where do I find it?
There’s two reasons you might not see that texture slots button.
1. Make sure you’re using Blender 4.0 or above.
2. Your object may already have UVs. If that’s the case, keep watching. I’ll explain another way of doing it in a few seconds.
@@JamieDunbar ok thx
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 so much! I really appreciate you taking the time to help!
@@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.
@@JamieDunbar Thank you so much, Jamie!
I wish you would add what buttons you're pressing TT
Yeah sorry about that. When I made these videos the Screencasts addon hadn’t been updated yet 😢
This helped soooo muccch
Thank you!
THANK YOU
1:53 for me the "add simple UV" doesnt show up
edit: should've watched ahead lol. you literally give a solution seconds later
In your defence, you’re one of the few people who came back and watched those extra few seconds 😜
when i try to paint it after i did all the steps there is no color
If I do it this way will it export with the colors so that I can put it into a game engine for example?
Yes! Once you have a texture map saved you can import that into your game engine.
Thanks.
when i paint how can I make it more sharp around the edges instead of a fade
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.
i did everythin step by step but when i try to paint nothing happens
same
Thanks 👍
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”.
Thank you so much
When I try to see what I have painted in texture paint it doesn’t transfer to layout
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” 👍
I tried this and it didnt work. I did everything but when I try to paint nothing happens
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.
how do you change the viewport?
Tab + z
So i change the material base colour and it applies, I go to paint but nothing happens. Im so confused on what to do.
Sorry mate, only just saw your comment. TH-cam 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.
I can't fix missing uvs materials
I have multiple objects in 1 asset, whenever i try to texture pain it can chose all items, only the sword blade, any tips to fix it?
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.
Nothing here works for me like in the video, i use to work every day in blender about 5 years ago so i know al the basics but it just dont work, i cant paint on my texure, nothing happens😢
Yeah Blender has changed quite a lot in the last five years. Fortunately the underlying principles are still all the same, so at least it should be easy to help you 😅
First thing, are you using Blender 4.0 or above?
Assuming yes, the next most common problem is accidentally disconnecting your texture from the shader. Go into the shader editor and make sure they’re still connected.
And finally, when you go into paint mode, make sure you have the correct texture selected to paint on.
If you follow the steps perfectly it will work, but it’s frustratingly easy to hit ‘undo’ at the wrong time and get lost 😞
@@JamieDunbar thanks, I made it work✌️
@@THmusic420 Ah brilliant. Any chance you remember what you did to fix it? Might help me help other people who get stuck.
I texture painted my model but it only shows in material preview but not rendered.
NVM FIXED: I DIDN'T SAVE THE IMAGE BEFORE RENDERING. (4:40)
I’m glad you figured that out quickly. If you close Blender without saving the image it gets deleted. It’s very frustrating.
I did everything you've said, tried to paint red and nothing happens...
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.
thx bro
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.
i dont know why i have textore material and uv (error not showing) and still cant paint
There’s generally one of two things that causes this. It’s possible you may have accidentally created multiple image textures and Blender is trying to paint on the wrong one.
Go into the shader editor and make sure you only have the one image texture and it’s connected to your BSDF shader.
I live in a giant bucket!
😂😂😂
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?
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.
i gave up now i think im done with blender
😫😫😫😭😭😭
Great tutorial thank you. No offense but it seems like your "The One Whom Hears All"
I don’t know if I should take offence or not. I have no idea what that means 😜
can you leave the link of the texture pls
i searched on internet but i cant find a texture like that
Sorry which texture? The one for the mushroom man? 🍄
If you check the description there’s a link to download the model. But you’re meant to paint your own 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?
so i must have done some thing before that doesnt make the add simple uv show up, how can i reset my UVs? the UV unrwraped doesnt show up on the left
Hey mate. Are you saying the button isn’t there, or your UVs aren’t visible?
If the button isn’t visible, that’ll be because you already have some UVs. Keep watching the video and I’ll show you how to make the UVs from the viewport instead.
If the UVs aren’t visible, make sure you have the faces of your model selected. There’s a setting in the UV editor that turns this setting on/off.
@@JamieDunbar it's actually both. i also didnt have the edges of the mesh highlighted for some reason, didnt know how to i guess. i think i had pressed the first "Unwrap" button a while ago and that's what messed it up
@@Will_-it3mh Haha, well I'm glad I gave both steps then 😜
I deliberately made the mushroom download not have UVs, but most of the time when you create an object in Blender it gets some basic default UVs. Unfortunately I think that disappearing "add simple UVs" button has confused a lot of people.
Can i save the texture of my model and pixelate the texture. Will that work?
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!
@@JamieDunbar ill try!
Thanks sir🎉🎉
You are most welcome 🥰
Thank you
You're welcome
Nothing happens whenever I press 'U' to bring up the unwrapping menu. Any idea on how to fix this?
The only things I can think is to double check you’re in “edit mode” and that you have some faces of your model selected 🤔
@@JamieDunbar Thanks!
I’m trying to find texture slots but it’s not there. I have a UV map already for some reason but I’m missing textures. Could I get some help please??
Are you using Blender 4.0 or above? That texture slots menu isn’t available in earlier versions.
@@JamieDunbar it says I’m using blender 3.6 not sure if that’s above or under lol
@@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.
Thanks