THANK YOU, i notice that often times my models have a lot of vertices and marking the seams is a big pain so i am so grateful to have found this method
You’re most welcome 😊 If you’re just looking for a way to paint your models, this method is great. However, if you eventually want to animate your models, you may want to look into “retopology” and “displacement maps”. That will make it easier to UV unwrap, as well as reducing the polygon count to make animation faster. ua-cam.com/video/R2q7oZLs0GE/v-deo.htmlsi=c-ko_0Z32vY0gw1d
Definitely subscribing. I really appreciate the explanations on what Blender is doing under the hood. These are the details that help round out the whys of it all for me. Plus, I had no idea vertex painting could look so good. Many thanks.
Yay! Welcome to the channel Tomas. The first 3D program I learned was Maya. What’s interesting about Maya is, under the hood everything is nodes (similar to geometry nodes, except it’s the whole program). Once you figure that out, it gives you the knowledge to do just about anything. Blender hides a lot of that kind of stuff. Which makes it easier to learn, but harder to understand what’s happening. Anyway, that was the really long way of me saying - yes that’s exactly what I try to teach 😁 I’m glad you picked up on it.
Such a professionally done tutorial. 😮 No errs or "you know" or "we are going to" or "I'm now going to" or frantic hand weavings. Just an exploration of a curiosity with method, strategy, and gotchas to look out for. This is superbly done. Thank you sooooo much for such a quality tutorial. I subscribed immediately! 😭
Naw, thanks Ivan. You're far too kind 😍 Let me assure you, there's quite a bit of editing that goes into removing a lot of that stuff. Lmao, actually I posted one of my screw ups on the Facebook page a couple of days ago: fb.watch/ozJoCwkFoe/
really solid tutorial. i love vertex painting, it's like i'm a kid again! then to combine that with shaders and bake to a texture. it's very flexible as a workflow, especially for taking into game engines!
Hello, is there a way to implement a vertex polypaint feature into a a procedural shader with scratched edges and anisotropic streaks lines? Or, is there a way to create shader nodes that will allow the user to select Polys and color them...then plug that feature into into a procedural shader with scratched edges and anisotropic streaks lines?
Do you mean paint extra textures for things like specular, roughness or bump? You can do those in much the same way. Make a new "color attribute", call it roughness. Go into "Vertex Paint" mode and paint where you want things to be rough or shiny (remember that black is perfectly shiny and white is rough). In the Shader Editor make a new "color attribute" node and add the "roughness" into the drop down. Plug the "color attribute" into the "roughness" slot on your material.
So I just got an email from UA-cam. They’re rolling out a new feature that will dub any new videos into multiple languages, including Spanish! Unfortunately it won’t work on older videos, but future videos should be available in Spanish and a few other languages 😁
Thank you! Really sorry, this is one of the few Pokemon sculpts I didn't record 😬 I did record both Charmeleon and Wartortle if you're interested. Charmeleon: ua-cam.com/video/kY92zFBWtMI/v-deo.html Wartortle: ua-cam.com/video/Jw5N7iuWzeM/v-deo.html
Thank you for the Tutorial and a quick ask. Vertex paint and ptex, is Vertex better and more advanced, or basically the same or are there any trade-offs? I understand that nobody uses ptex but is it because it is no good or not well supported? many thanks.
Oh man, I remember when Ptex first came out. I was in my last year of University and we were all so excited it was going to kill off the need to make UV maps. Alas, the technology never really took off. I'm not entirely sure why. I suspect it's because having a texture for every single face on your model (and thus, tens of thousands of UV islands) made it impossible to take that texture map into another program like Photoshop and edit them. So that's how Ptex work. They're still kind of using UVs. It's just that every single face has it's own UV map and it's own texture. So in a way that's not dissimilar to how Vertex Painting works. Except Vertex Painting can only have one colour value per vertex, whereas Ptex can have an entire texture map per face. Which also means that Vertex Painting needs lots of vertices for more detail. Ptex can have a 16*16 map or a 16k*16k map per face.
Is there any way to remap color attributes? i have a voxel created in external software and when merging by distance to remove overlapping vertices the texture gets stretched.
It doesn't matter if you're using Vertex Paint or textures, if you merge the vertices you'll have changed the vertex count (which will mess up the vertex paint) or you'll have changed the UVs (which will mess up your texture). Your best bet might be to have one model with the textures working. Duplicate it and merge vertices. Then bake the first model onto the second. It's basically the same process shown in the last part of the tutorial. Does that make sense?
@@JamieDunbar I figured another solution out, you could just change the color attribute mapping from vertex to face corner. Thanks for the fast response anyway!
You still need UV maps my friend. To make your vertex paint recognized it still requires UV maps to save and recognize the painted vertex color. To make it a texture. This guy is dumb. Read my comment on the same video with detail.
Oh man, I wish I could share a screenshot on UA-cam. They do some similar stuff, but they're not identical. The AO node is really good at picking up larger, broad details. While the Pointiness node is much better at picking up small, fine details. And you can totally combine them together (mix node set to multiply) to get the best of both.
Can i use this method for blocky video game assets (like a Deep Rock Galagtic look) or is this unfit for using in video games for some reason? I realy hit a hard wall with UV unwrapping in my learning progress and its ruining my motivation.
If you're trying to skip UV unwrapping while making a video game - this method isn't going to work for you. For vertex painting to work you need a lot of vertices and video games prefer a lower number of polygons. It's possible to turn a high poly sculpt into a game asset using this method - but you'd still need to do retopology and UVs as part of that process :(
@@JamieDunbar thank you very much, so i make a high poly model, a low poly model, i uv map the high poly, paint and texture it and bake that into the low poly, right?
@@JamieDunbar or should i just make low poly models, uv map them and paint nice images in photoshop on the uv maps? (so leave out high poly models at all, would this be the best for beginners?)
@@remusveritas739 Vertex Painting is kind of a mid tier level skill. It's certainly possible to incorporate it into your workflow. That said, if you haven't made a few game characters yet, I'd say stick with making low poly models, UV and paint them and get them into your game engine. Those are the beginner level skills you'd want to be good at before trying something more complicated like vertex painting.
One doesn't "Skip UV Unwrapping" except if it's supposed to be for a figurine printed with expensive 3D printers that also print colors. You should precise that for newbies. UV unwrapping the retopology of this sculpt remains a mandatory step (ultra simple and fast) for any other use of a 3D object, than printing figurines or a quick render.
UV unwrapping is only necessary when using texture maps, and it is possible to do everything without the need for UVs. For example, 'The Falconeer' is a successful game made without textures thanks to this technique (vertex colors and procedural shaders).
I have a question! Can you make a Second Vertex Paint layer, like for example a Tattoo on skin and sit it on top of different paint without it blending and mixing? It would help so much!
You certainly can! At 1:50 where I show the color attribute tab you can add multiple vertex paint layers. In the shader editor, make a second color attribute node and give it the same name as your new vertex paint layer. Then you can mix these two color attribute nodes in the same way you would any texture. So far example, one might be your base skin color. The second might be a black tattoo. Using a mix node, layer the tattoo over the skin using multiply.
I don’t think so. I’ve only recently started using Krita, but I don’t think it has 3D support. There does appear to be plugins that allow you to import 3D models, but it looks like that’s for painting UVs, not vertex painting.
Vertex painiting has it's uses but Blender can not beat Substance Painter. Which requires good UV unwraps, so this technique would only be useful if you're staying in Blender itself. I would recommend users still learn how to UV unwrap over vertex painting any day. As it goes with most worflows.
Omg, how good is Substance Painter? Every now and then I find a tool that instantly makes me a better artist. Sculpting tools were one. My motion capture suit was another. And Substance is a third 😍 Vertex painting is a really cool hack either for testing out models or for a very specific project. But yeah, it's definitely not replacing UVs any time soon.
@@JamieDunbar I hate to say this but it made my work a lot better once I stopped texturing in Blender. I try to stay in Blender as much as possible but when it comes to texturing Substance painter is the industry standard for a reason. I would love to see Blender compete with Substance someday.
Jump on over to the Color Attributes tab (it’s a couple of seconds later in the video) and create a new one. I’m pretty sure in older versions of Blender you had to manually type them into the node, it didn’t have a drop down like it does now.
Kewl, you don't really come across vertex painting tutorials that often. And while it's true Blender will bin unused datablocks by default when you close it, you can go into the image menu and click 'Pack' to make Blender pack images/textures inside itself so that they're not lost when you close. Alternatively, I have File > External Data > Automatically Pack Resources on as a default setting, so Blender never bins anything ever on me.
Solid advice. I should really turn that on by default and save it to my startup file. Actually I did that the other day and somehow still managed to lose a texture file! No idea how that happened - it's certainly isn't meant to. Might be a rare bug in 4.0 🤔
@@JamieDunbar Huh, weird. It's definitely not supposed to do that. Might be worth hitting a quick alt-S (save image) in 4.0 as well then, to be on the safe side.
I assume you're looking for the keyboard shortcut for adding nodes in the shader editor? It's "shift + A". The "colour attribute" node is under the "Input" menu, but I usually just use the search function. Once you know the names of the nodes, it's much faster.
You do know for correct vertex painting it still requires UVs for it to be moved and exported, right?. Stuff like this on the internet is just plain dumb. If you need to save the painted vertex color and get it recognized by a external application you'll still need UVs.
Hi Max. This is a beginner tutorial and was never designed to include things like importing and exporting. That said, I was interested by your claim of still needing UVs. I didn't think that's how vertex colours worked. I tested it this morning and I was able to export a simple sphere with vertex colours and no UVs as an alembic file. When imported back into Blender, it still had it's vertex colours 🤷
Unfortunately in terms of production this is not correct in terms of concept yes it is but it is a pain in the butt to in case you just want to use this topology in others departments this will be a horrible nightmare skinning proper high-res texturing for micro details and by default for animation, rigging, lighting and rendering and compositing departments this will affect them because artifacts and weird flicks will appear in the final and different results.
You guys early don't know squat about 3D art. Learn a thing copy paste it make a video call it a day. UVs are still required to have proper texture coordinates to be recognized by external renders or exported fornat files. Without it the paint will be a gibberish mess.
You deserve more subscriptions. Somehow your tutorials are easier to follow, better paced and clearer than anyone's else I have seen so far.
Thanks heaps PatrickCh 🥰
THANK YOU, i notice that often times my models have a lot of vertices and marking the seams is a big pain so i am so grateful to have found this method
You’re most welcome 😊
If you’re just looking for a way to paint your models, this method is great.
However, if you eventually want to animate your models, you may want to look into “retopology” and “displacement maps”. That will make it easier to UV unwrap, as well as reducing the polygon count to make animation faster.
ua-cam.com/video/R2q7oZLs0GE/v-deo.htmlsi=c-ko_0Z32vY0gw1d
Definitely subscribing. I really appreciate the explanations on what Blender is doing under the hood. These are the details that help round out the whys of it all for me. Plus, I had no idea vertex painting could look so good. Many thanks.
Yay! Welcome to the channel Tomas.
The first 3D program I learned was Maya. What’s interesting about Maya is, under the hood everything is nodes (similar to geometry nodes, except it’s the whole program). Once you figure that out, it gives you the knowledge to do just about anything.
Blender hides a lot of that kind of stuff. Which makes it easier to learn, but harder to understand what’s happening.
Anyway, that was the really long way of me saying - yes that’s exactly what I try to teach 😁 I’m glad you picked up on it.
Such a professionally done tutorial. 😮
No errs or "you know" or "we are going to" or "I'm now going to" or frantic hand weavings. Just an exploration of a curiosity with method, strategy, and gotchas to look out for. This is superbly done. Thank you sooooo much for such a quality tutorial. I subscribed immediately! 😭
Naw, thanks Ivan. You're far too kind 😍
Let me assure you, there's quite a bit of editing that goes into removing a lot of that stuff.
Lmao, actually I posted one of my screw ups on the Facebook page a couple of days ago: fb.watch/ozJoCwkFoe/
really solid tutorial. i love vertex painting, it's like i'm a kid again! then to combine that with shaders and bake to a texture. it's very flexible as a workflow, especially for taking into game engines!
Thank you. I'd be really curious to see how importing vertex painting into Unreal Engine would go. I haven't tried that yet.
very useful and doubles up as a texture baking tutorial 👍
Thanks mate. I'd still like to come back and do a dedicated baking tutorial. Include things like normal and displacement maps too.
the most informative video on the subj i found, thank you so much
and your texture itself looks cool actually!
Excellent and informative video! Thank you so much. The pacing was spot on, and I really appreciate the no-nonsense approach. ☺♥
UV unwrapping is so easy and relaxing, idk why people are so against it
Hahaha, there's always at least one 😉
My dirty little secret...I actually don't mind doing retopology. But don't tell anyone
🤫
same, it's a bit boring at worst but once you get it it's easy enough@@JamieDunbar
I think I speak for many when I say I'm just too lazy
I'm just really impatient
Same with retopology I really don't see why people hate it so much
Great tutorial straight to the point and easy to follow
everything i need to know in 12 minutes, thank you.
Great tutorial! Looking forward to practicing more vertex painting using this guide. A lot of good info here. Thank you for sharing!
That's brilliant. Hopefully it helps :)
Amazing tutorial, thanks.
Automaticaly like and subscribed.
👍
Arigato sensei 🙏
Thank you very much !
You're most welcome 😆
Great tutorial. Love this.
Wow great tutorial, thank you!!!
Yay! You're most welcome :D
DUDE!!! THANK YOU!!!
awesome! thank you alot
You’re most welcome
Hello, is there a way to implement a vertex polypaint feature into a a procedural shader with scratched edges and anisotropic streaks lines? Or, is there a way to create shader nodes that will allow the user to select Polys and color them...then plug that feature into into a procedural shader with scratched edges and anisotropic streaks lines?
how do you paint a material onto something? Like paint a glossy material onto the model
Do you mean paint extra textures for things like specular, roughness or bump?
You can do those in much the same way. Make a new "color attribute", call it roughness. Go into "Vertex Paint" mode and paint where you want things to be rough or shiny (remember that black is perfectly shiny and white is rough).
In the Shader Editor make a new "color attribute" node and add the "roughness" into the drop down. Plug the "color attribute" into the "roughness" slot on your material.
me encantaría que estos tutoriales estuvieran en español
I would love to be able to speak Spanish! 😅
@@JamieDunbar a mi me encantaría hablar en ingles 😄
So I just got an email from UA-cam. They’re rolling out a new feature that will dub any new videos into multiple languages, including Spanish!
Unfortunately it won’t work on older videos, but future videos should be available in Spanish and a few other languages 😁
@@JamieDunbar gracias, no sabía eso
Beginning of the video: "What if I told you, you can skip the process?"
Ending of video: "As you can see we can't quite skip the process yet"
Good results!
A little off-topic here, but, do you have a tutorial for make this Pokémon?
Thanks.
Thank you!
Really sorry, this is one of the few Pokemon sculpts I didn't record 😬
I did record both Charmeleon and Wartortle if you're interested.
Charmeleon:
ua-cam.com/video/kY92zFBWtMI/v-deo.html
Wartortle:
ua-cam.com/video/Jw5N7iuWzeM/v-deo.html
Thanks for the reply 👍
I am interested.
Will look the videos and get the inspiration and learning I need to start using Blender.
Thank you so much 🙏
Thank you for the Tutorial and a quick ask. Vertex paint and ptex, is Vertex better and more advanced, or basically the same or are there any trade-offs? I understand that nobody uses ptex but is it because it is no good or not well supported? many thanks.
Oh man, I remember when Ptex first came out. I was in my last year of University and we were all so excited it was going to kill off the need to make UV maps.
Alas, the technology never really took off. I'm not entirely sure why. I suspect it's because having a texture for every single face on your model (and thus, tens of thousands of UV islands) made it impossible to take that texture map into another program like Photoshop and edit them.
So that's how Ptex work. They're still kind of using UVs. It's just that every single face has it's own UV map and it's own texture.
So in a way that's not dissimilar to how Vertex Painting works. Except Vertex Painting can only have one colour value per vertex, whereas Ptex can have an entire texture map per face. Which also means that Vertex Painting needs lots of vertices for more detail. Ptex can have a 16*16 map or a 16k*16k map per face.
Is there any way to remap color attributes? i have a voxel created in external software and when merging by distance to remove overlapping vertices the texture gets stretched.
It doesn't matter if you're using Vertex Paint or textures, if you merge the vertices you'll have changed the vertex count (which will mess up the vertex paint) or you'll have changed the UVs (which will mess up your texture).
Your best bet might be to have one model with the textures working.
Duplicate it and merge vertices.
Then bake the first model onto the second.
It's basically the same process shown in the last part of the tutorial.
Does that make sense?
@@JamieDunbar I figured another solution out, you could just change the color attribute mapping from vertex to face corner. Thanks for the fast response anyway!
@GodBurstPk Oh awesome. I'm not going to pretend I know why that worked, but I'm glad it did!
You still need UV maps my friend. To make your vertex paint recognized it still requires UV maps to save and recognize the painted vertex color. To make it a texture. This guy is dumb. Read my comment on the same video with detail.
Why use the pointiness node instead of the AO node? Seems to me they do the same thing?
Oh man, I wish I could share a screenshot on UA-cam. They do some similar stuff, but they're not identical. The AO node is really good at picking up larger, broad details. While the Pointiness node is much better at picking up small, fine details.
And you can totally combine them together (mix node set to multiply) to get the best of both.
Can i use this method for blocky video game assets (like a Deep Rock Galagtic look) or is this unfit for using in video games for some reason? I realy hit a hard wall with UV unwrapping in my learning progress and its ruining my motivation.
If you're trying to skip UV unwrapping while making a video game - this method isn't going to work for you.
For vertex painting to work you need a lot of vertices and video games prefer a lower number of polygons.
It's possible to turn a high poly sculpt into a game asset using this method - but you'd still need to do retopology and UVs as part of that process :(
@@JamieDunbar thank you very much, so i make a high poly model, a low poly model, i uv map the high poly, paint and texture it and bake that into the low poly, right?
@@JamieDunbar or should i just make low poly models, uv map them and paint nice images in photoshop on the uv maps? (so leave out high poly models at all, would this be the best for beginners?)
@@remusveritas739 Vertex Painting is kind of a mid tier level skill. It's certainly possible to incorporate it into your workflow.
That said, if you haven't made a few game characters yet, I'd say stick with making low poly models, UV and paint them and get them into your game engine. Those are the beginner level skills you'd want to be good at before trying something more complicated like vertex painting.
@@JamieDunbar THANK YOU!!!!
One doesn't "Skip UV Unwrapping" except if it's supposed to be for a figurine printed with expensive 3D printers that also print colors. You should precise that for newbies.
UV unwrapping the retopology of this sculpt remains a mandatory step (ultra simple and fast) for any other use of a 3D object, than printing figurines or a quick render.
UV unwrapping is only necessary when using texture maps, and it is possible to do everything without the need for UVs. For example, 'The Falconeer' is a successful game made without textures thanks to this technique (vertex colors and procedural shaders).
Wow, I hadn’t heard of the Falconeer. That’s really cool. I’m going to have to check that out.
I have a question! Can you make a Second Vertex Paint layer, like for example a Tattoo on skin and sit it on top of different paint without it blending and mixing? It would help so much!
You certainly can! At 1:50 where I show the color attribute tab you can add multiple vertex paint layers.
In the shader editor, make a second color attribute node and give it the same name as your new vertex paint layer.
Then you can mix these two color attribute nodes in the same way you would any texture. So far example, one might be your base skin color. The second might be a black tattoo. Using a mix node, layer the tattoo over the skin using multiply.
I love uv paint❤
hmm, why are my UVs not showing up @8.33?
Is it possible to connect blender and krita(painting software) for vertex painting
I don’t think so. I’ve only recently started using Krita, but I don’t think it has 3D support.
There does appear to be plugins that allow you to import 3D models, but it looks like that’s for painting UVs, not vertex painting.
Vertex painiting has it's uses but Blender can not beat Substance Painter. Which requires good UV unwraps, so this technique would only be useful if you're staying in Blender itself. I would recommend users still learn how to UV unwrap over vertex painting any day. As it goes with most worflows.
Omg, how good is Substance Painter? Every now and then I find a tool that instantly makes me a better artist. Sculpting tools were one. My motion capture suit was another. And Substance is a third 😍
Vertex painting is a really cool hack either for testing out models or for a very specific project. But yeah, it's definitely not replacing UVs any time soon.
@@JamieDunbar I hate to say this but it made my work a lot better once I stopped texturing in Blender. I try to stay in Blender as much as possible but when it comes to texturing Substance painter is the industry standard for a reason. I would love to see Blender compete with Substance someday.
1:36 There is nothing in the selection box, cannot choose color :(
Jump on over to the Color Attributes tab (it’s a couple of seconds later in the video) and create a new one.
I’m pretty sure in older versions of Blender you had to manually type them into the node, it didn’t have a drop down like it does now.
@@JamieDunbar Thanks!
It cannot be this easy. NO ! IT CANNOT ! 00
>.>
🤯🤯🤯🤩🤩🤩
мой спаситель
😇😇😂
Kewl, you don't really come across vertex painting tutorials that often. And while it's true Blender will bin unused datablocks by default when you close it, you can go into the image menu and click 'Pack' to make Blender pack images/textures inside itself so that they're not lost when you close. Alternatively, I have File > External Data > Automatically Pack Resources on as a default setting, so Blender never bins anything ever on me.
Solid advice. I should really turn that on by default and save it to my startup file.
Actually I did that the other day and somehow still managed to lose a texture file! No idea how that happened - it's certainly isn't meant to. Might be a rare bug in 4.0 🤔
@@JamieDunbar Huh, weird. It's definitely not supposed to do that. Might be worth hitting a quick alt-S (save image) in 4.0 as well then, to be on the safe side.
please do not skip steps it is really hard to understand for beginners. how did you add color attribute node?
I assume you're looking for the keyboard shortcut for adding nodes in the shader editor?
It's "shift + A". The "colour attribute" node is under the "Input" menu, but I usually just use the search function. Once you know the names of the nodes, it's much faster.
You do know for correct vertex painting it still requires UVs for it to be moved and exported, right?. Stuff like this on the internet is just plain dumb. If you need to save the painted vertex color and get it recognized by a external application you'll still need UVs.
Hi Max. This is a beginner tutorial and was never designed to include things like importing and exporting.
That said, I was interested by your claim of still needing UVs. I didn't think that's how vertex colours worked. I tested it this morning and I was able to export a simple sphere with vertex colours and no UVs as an alembic file. When imported back into Blender, it still had it's vertex colours 🤷
It is impractical.
Its funny because im also doing a pokemon
Im doing meetwo...
Oohh, love Mewtwo (total Genwunner here 😜)
Shoot me a link when he's done.
@@JamieDunbar trust me I totally will
Unfortunately in terms of production this is not correct in terms of concept yes it is but it is a pain in the butt to in case you just want to use this topology in others departments this will be a horrible nightmare skinning proper high-res texturing for micro details and by default for animation, rigging, lighting and rendering and compositing departments this will affect them because artifacts and weird flicks will appear in the final and different results.
You umm....you didn't watch the whole video, did you mate?
You guys early don't know squat about 3D art. Learn a thing copy paste it make a video call it a day. UVs are still required to have proper texture coordinates to be recognized by external renders or exported fornat files. Without it the paint will be a gibberish mess.