This workflow breakdown was exactly what I was looking for. Thanks for sharing this!! I recently saw a BTS video by cubstudio where they talked about using procreate to paint their textures and I was blown away. This is by far the best breakdown of how to accomplish that, that I have found.
Thanks for the detailed, step-by-step breakdown. I'm super comfortable with Procreate, but still learning Blender, so getting your commentary (the *why* as well as the *how*) was really great.
Hmm, if you look in Blender’s image viewer do you see the textures? If not, you’ll have to find a way to add them and double check your export package. If they DO appear in blender then be sure they are attached in the material node editor for the objects material. Also be sure you are in “Material” or “rendered” view in Blender. If it’s in “shaded” or “wireframe” view the materials will not appear even though they are set up properly.
This vid really helped me figure out my workflow but I prefer exporting just the materials as PNGs from procreate to take back to blender. While working between the two programs, I have the save location for my material images in my iCloud drive, so that when I export them from procreate, back into the iCloud drive, it skips a step and overwrites the old texture file, which just has to be refreshed to show up on my current model in blender This lets you cut out the step of having to merge vertices and reenable auto smooth, and also works for situations where you dont want to replace your old model (already rigged/weight painted)
Thank you so much for this! I got to the part where I was exporting to usd and I was pulling my hair out cause the texture was not showing up in procreate, until I found this video and it was as easy as switching from .usdc to .usdz 😂
hi! when I export an obj from blender to procreate the uv map size isn't the same I'll explain: when I export the uv map from blender, it has the 1024x1024 texture size but when I open the obj in procreate it makes it 2048x2048, I'm having trouble with this because the engine that I use the 3d models for has a set limit for the uv map size which is 1024x1024, are there any ways I can fix this? also sorry for the bad grammar
Hmmm… that’s a tough one. I don’t think it’s possible to change the UV settings in Procreate. I’d try bringing it back to blender and scaling down the UV resolution then going to your gaming engine from there. Although after all that it might not be worth the fuss.
This workflow breakdown was exactly what I was looking for. Thanks for sharing this!! I recently saw a BTS video by cubstudio where they talked about using procreate to paint their textures and I was blown away. This is by far the best breakdown of how to accomplish that, that I have found.
Glad it was helpful!
Great video!! Keep up the excellent work 👏🏽
Thanks!
This is perfect to plug into my blender procreate nomad sculpt workflow thank you.
So glad to hear it!
Thanks for the detailed, step-by-step breakdown. I'm super comfortable with Procreate, but still learning Blender, so getting your commentary (the *why* as well as the *how*) was really great.
Thank you so much! I’m glad it was helpful
I follow the steps but the texture doesnt show in procreate, only white material. Something change in blender 4.0?
Hmm, if you look in Blender’s image viewer do you see the textures? If not, you’ll have to find a way to add them and double check your export package. If they DO appear in blender then be sure they are attached in the material node editor for the objects material. Also be sure you are in “Material” or “rendered” view in Blender. If it’s in “shaded” or “wireframe” view the materials will not appear even though they are set up properly.
This vid really helped me figure out my workflow
but I prefer exporting just the materials as PNGs from procreate to take back to blender. While working between the two programs, I have the save location for my material images in my iCloud drive, so that when I export them from procreate, back into the iCloud drive, it skips a step and overwrites the old texture file, which just has to be refreshed to show up on my current model in blender
This lets you cut out the step of having to merge vertices and reenable auto smooth, and also works for situations where you dont want to replace your old model (already rigged/weight painted)
That’s a great tip! Thanks for sharing. I find there are always more efficiencies to be found.
is there a method to overlay a canvas on a 3d model, so that you can trace 3d models on the canvas?
Thank you so much for this! I got to the part where I was exporting to usd and I was pulling my hair out cause the texture was not showing up in procreate, until I found this video and it was as easy as switching from .usdc to .usdz 😂
You're so welcome!
hi! when I export an obj from blender to procreate the uv map size isn't the same I'll explain: when I export the uv map from blender, it has the 1024x1024 texture size but when I open the obj in procreate it makes it 2048x2048, I'm having trouble with this because the engine that I use the 3d models for has a set limit for the uv map size which is 1024x1024, are there any ways I can fix this? also sorry for the bad grammar
Hmmm… that’s a tough one. I don’t think it’s possible to change the UV settings in Procreate. I’d try bringing it back to blender and scaling down the UV resolution then going to your gaming engine from there. Although after all that it might not be worth the fuss.
Thank you for the video, I learned a lot!
Glad it was helpful!