DUDE, you just saved my life. I painted the textures on some dice for a game I've been working on for forever, and I've always seen some weird stuff in the engine, like nasty edges. I had no idea that that the texture compression would cause that.
Oh, nice to hear I could help out with that :D Yes, the mipmap-resizing of textures can cause such issues when there is not enough information around the UV islands, and you have to go more than a couple of pixels usually since they can be dramatically downscaled.
Awesome video. Edit: And this is why you watch the whole video before commenting. Lol I just test something out and thought of sharing: You can use Vertex Groups to select predefined faces for the texture paint face mask. Just enter in Edit Mode during painting, select your Vertex Group, press Tab again and voila.
To select edges that you want to be sharp you can do it a lot quicker by choosing Edge Selected Mode then go to Select menu and choose Select Sharp Edges. A settings box will appear and you can adjust a slider for the sharpness angle that should be selected. It get most of of the edges you want. But if there is any more edges that you want to select after that you can do it manually
This is an awesome step by step and I love your comments on your own mistakes and lesson learnt, that's something that you can't find all the time. I wasn't able to attent the premier this week and I regret it, but I could see the whole video just now and I love. Thank you as always, my friend!
You can use a mix RGB node to blend different image textures if you want to have layers. You will need to bake everything down later so... a bit extra work for for flexibility and other effects.
Thank you so much for this tutorial. Everything you do you knock it out of the park! It is nice to see you doing tutorials again, short sweet and to the point. You are always very inspiring. Thank you.
I love this series and can't wait for future episodes. The chest looks amazing for your first paint; I doubt mine would look near as beautiful as that.
Painting is going to be getting some upgrades. What I'm most eager for is a brush that follows the normals the way sculpting tools do. It will make painting corners and curved surfaces much easier. Colour Dodge works well for metal highlights, but whatever looks good in the end is what works. Definitely notice the Grant Abbit style, but also where you departed into your own style. Great stuff.
I like that you showed how you can use Texture Painting to paint maps other than diffuse maps. Just recently I was working on a model that required some tricky bump mapping. After messing around with material nodes to try to get what I was aiming for I finally realised it was better to create two procedural bump maps and then paint a black-and-white map to control the mix factor and feed them both into the Bump node. Having done that, I baked the resulting bump map and used then used that mixed with yet another node setup to create another bump texture, and painted a mask texture to control which parts of the model had which type of bump. It was nice because I still had procedural control over the bump, and I could blend the two however I wanted with a soft transition.
hi. there is an very easy way to select just the sharp edges you want: click on the select field (next to the add field) and on the menu select "select sharp edges" - done!
After watching this, I feel like I should go back and fix all of my texture paint stuff. Thanks for video, gave me a few useful tips for my future paintings.
Hey that's great! I still have a lot to learn so I'll keep practicing and sharing what I find out - hopefully there are many more things to discover :) Thanks!
Would unreal engine 5s nanite end up getting rid of the need to make sure UV scaling would work? Since nanite does all that for you, at least in the sense of creating distant models/lods?
Hello and congratulations.i have a powerful computer with i9 13900,Geforce 4080 Eagle 16GB,64 GB Ram and when I try to draw with a big circle my computer overloaded and my brush circle stack and move slowly 😢
I'm heartbroken and angry... I've been going to school for graphic design with a focus in game design and everytime we have to unwrap and texture, we do all the unwrapping by hand because we have to texture each unwrapped piece - the part on the left side of the screen. Painting piece by piece. I didn't even know it was possible to do masking on the object and then texture it like that; it obviously saves so much time, and makes more sense when you can see it the way it will be as you texture it.
Hi! I think a lot of people still use that workflow because the painting tools in Blender are very primitive. I think they could do with catching up with 3D Coat on that front. Seeing the result as you paint is very handy and it saves a lot of time, but for higher quality texture work, bringing it into something like Photoshop may still be preferred. See it as an opportunity to combine both skills and methods :)
It’s not an in-depth, follow-along tutorial (so the video is somewhat sped-up. Remember he said it took him three hours in real time). However, watch e.g. Ryan King’s series on the basics of texture painting to understand the basic concepts. Then, rewatch this one and it will be waay more clear what he’s doing. I think Imphenzia explained really well, once one knows those few basics!
At last! A "Low Hand Poly Paint" video! (Thumb nail).
Interesting - time to break out the tablet again.
DUDE, you just saved my life. I painted the textures on some dice for a game I've been working on for forever, and I've always seen some weird stuff in the engine, like nasty edges. I had no idea that that the texture compression would cause that.
Oh, nice to hear I could help out with that :D Yes, the mipmap-resizing of textures can cause such issues when there is not enough information around the UV islands, and you have to go more than a couple of pixels usually since they can be dramatically downscaled.
Awesome video.
Edit: And this is why you watch the whole video before commenting. Lol
I just test something out and thought of sharing: You can use Vertex Groups to select predefined faces for the texture paint face mask. Just enter in Edit Mode during painting, select your Vertex Group, press Tab again and voila.
Nice that you come back to the tutorials. I have missed very much
Best blender channel on youtube!
To select edges that you want to be sharp you can do it a lot quicker by choosing Edge Selected Mode then go to Select menu and choose Select Sharp Edges. A settings box will appear and you can adjust a slider for the sharpness angle that should be selected. It get most of of the edges you want. But if there is any more edges that you want to select after that you can do it manually
Also u can just use modifier Edge Split and do it fully automaticly
This is an awesome step by step and I love your comments on your own mistakes and lesson learnt, that's something that you can't find all the time. I wasn't able to attent the premier this week and I regret it, but I could see the whole video just now and I love. Thank you as always, my friend!
THIS IS THE BEST CHANEL FOR PEOPLE WHO WANT TO MAKE GAMES
You can use a mix RGB node to blend different image textures if you want to have layers.
You will need to bake everything down later so... a bit extra work for for flexibility and other effects.
Smart!
That is smart!
Great vid! And wow, for your first time painting gold you did an incredible job, very good instincts!
Amazing comprehensive and digestible
Thank you so much for this tutorial. Everything you do you knock it out of the park! It is nice to see you doing tutorials again, short sweet and to the point. You are always very inspiring. Thank you.
You're welcome, I'm glad you like it. I'm excited to create more now :)
I love this series and can't wait for future episodes. The chest looks amazing for your first paint; I doubt mine would look near as beautiful as that.
Painting is going to be getting some upgrades. What I'm most eager for is a brush that follows the normals the way sculpting tools do. It will make painting corners and curved surfaces much easier. Colour Dodge works well for metal highlights, but whatever looks good in the end is what works. Definitely notice the Grant Abbit style, but also where you departed into your own style. Great stuff.
To make sharper edges faster, you can get a really quick and easy result using the Edge Split modifier.
this is really cool idea for youtube series
Dude the imposter Imphenzia who kidnapped you has made ton of Unity tutorials, welcome back!
He’s back :)
Low Hand Poly Paint.
Great vid - thanks!
Man I love your content
OMG! Game Dev + Imphenzia!!!
I like that you showed how you can use Texture Painting to paint maps other than diffuse maps. Just recently I was working on a model that required some tricky bump mapping. After messing around with material nodes to try to get what I was aiming for I finally realised it was better to create two procedural bump maps and then paint a black-and-white map to control the mix factor and feed them both into the Bump node. Having done that, I baked the resulting bump map and used then used that mixed with yet another node setup to create another bump texture, and painted a mask texture to control which parts of the model had which type of bump. It was nice because I still had procedural control over the bump, and I could blend the two however I wanted with a soft transition.
Nice!!
Good Job there, hope to see more Hand-Painted stuff!
hi. there is an very easy way to select just the sharp edges you want: click on the select field (next to the add field) and on the menu select "select sharp edges" - done!
Another great vid! Ur artstyle is very appealing!
After watching this, I feel like I should go back and fix all of my texture paint stuff. Thanks for video, gave me a few useful tips for my future paintings.
OMG, I love you! This is literally what I wanted to learn now :D. Thank you for this amazing content!
Hey that's great! I still have a lot to learn so I'll keep practicing and sharing what I find out - hopefully there are many more things to discover :) Thanks!
@@Imphenzia amazing inspiration! I wish I could 'still have a lot to learn' and be at your skills level! 😅Maybe one day!
i really like it, looks more hand made
Awesome tutorial! Thank you
12:30 Is there a special reason why you use the "Overlay" Blend mode, instead of "Screen"? Greets from Germany.
Very nice. i´m have a question, whats is the background music by time index 4:50, please Titel and Interpret
Try mask tools add-on....it is absolute gold...for blender
Very cool. I missed the tutorials. 🤩
Tack!! Gick lite för fort hur du gjorde med metallic delarna för mer glans? :)
Awesome stuff thanks
The mask is so fun
This is awesome, thanks!
Would unreal engine 5s nanite end up getting rid of the need to make sure UV scaling would work? Since nanite does all that for you, at least in the sense of creating distant models/lods?
I get errors in 3.2.1 when I subdivide, it creates 2 dots, I did try restarting and got the same error, it didn't subdivide for me.
finally!I understande thanks the video!
any reason you didn't do a metalic map?
INTERESTING
Its not bad at all, GG
good one liked this tutorial alot :)
Can you make a D&D monster or a person???
hi , i have a question . I downloaded 3d model from "Punishing: Gray Raven" and it has 42000 polygons . Is that normal for mobile game ?
That sounds like a lot of polygons for mobile. I would expect 1-2K maybe and the rest being detailed in textures.
@@Imphenzia thank you
Hello and congratulations.i have a powerful computer with i9 13900,Geforce 4080 Eagle 16GB,64 GB Ram and when I try to draw with a big circle my computer overloaded and my brush circle stack and move slowly 😢
👍
Low Hand
Poly Paint
Never finished the low poly racer series :(
WAH (like WAter) come. Not WACKem.
Mmm low hand poly paint. I mean, cool video, weird logo choice tho. :D
Low hand, poly paint
Omaigad
I'm heartbroken and angry... I've been going to school for graphic design with a focus in game design and everytime we have to unwrap and texture, we do all the unwrapping by hand because we have to texture each unwrapped piece - the part on the left side of the screen. Painting piece by piece. I didn't even know it was possible to do masking on the object and then texture it like that; it obviously saves so much time, and makes more sense when you can see it the way it will be as you texture it.
Hi! I think a lot of people still use that workflow because the painting tools in Blender are very primitive. I think they could do with catching up with 3D Coat on that front. Seeing the result as you paint is very handy and it saves a lot of time, but for higher quality texture work, bringing it into something like Photoshop may still be preferred. See it as an opportunity to combine both skills and methods :)
@@Imphenzia Good point - thanks!
YOU had a tablet! o.o
show!!!
low hand poly paint ehhhhh
That's all I came here to say. Thank you
Yeah, no. It looks a thousand times better, but quick shading it is for me...
Low Handy / Poly paint. Lol
hellooo
I’m so dumb for tNice tutorials
Man this is so fast I couldn't follow you at all...guess its not for new people.
It’s not an in-depth, follow-along tutorial (so the video is somewhat sped-up. Remember he said it took him three hours in real time). However, watch e.g. Ryan King’s series on the basics of texture painting to understand the basic concepts. Then, rewatch this one and it will be waay more clear what he’s doing. I think Imphenzia explained really well, once one knows those few basics!
low poly handpaint is literally stylized lol