I wish they added multi layer/image texture painting. So you can paint on a color texture and a roughness texture or bump texture at the same time. Like in Substance... A couple years ago, at blender conference, Ton Roosendaal asked for 2 features from the crowd they would work on with some extra donation money they got. I was one of the two suggestions with Multi-layer texture painting, which gotten a great applause. And Ton said, it will be done. That was 3 years ago now... Maybe one day...
Gonna go ahead and second ucupaint, while blender could definitely stand to get some better painting tools, ucupaint is great for painting on layers, and has some pretty intuitive mask-drawing + filtering behaviors (since it essentially hides an autogenerated node setup from you). You can also set layers to be roughness / normal / bump / displacement data, so you can paint roughness + bump textures with it like you want (and do more advanced things like making a painted roughness layer that also uses another color layer as a mask).
I'm a total Blender fan boy, but would never recommend it for texture painting. It's been so far behind other tools since forever. What's kinda the most frustrating is that if they had good texture painting then you could paint and edit node trees at the same time and then it would be way better than e.g. Substance Painter. Given Blender's general speed of improvements I have at least some hope...
I think the reason this hasn't been implemented in a "clean" manner yet is because it's entirely do-able already if you have a decent understanding of the shader editor. I used to use substance painter but being able to save money and remove another step from my workflow was a no brainer.
The new "HAS Paint Layers" addon by Hirourk featers Layers just like substance and seems the best alternative from what i tried so far (even better than Ucupaint)
You're the best, Grant! Thanks for sharing this. For all you new to Blender - Yes, it is not very intuitive in places. But you should have seen it a few years ago. It's moving in the right direction.
still only working with blender for a year now it feels like a dark forest. but the results i've been able to achieve with it without spending thousands of bucks and giving money to adobe is well worth it. i also tell myself, if im able to understand this programm i'll have an easy time with others
Dude you FINALLY made it comprehensible ! Been looking at tutorials for the past hour, but i couldn't understand how it worked exactly ! Thank you so much !
I have asked about implementing the cursor adjusting to the normals for years and why is it so hard to make the paint brushes act like the sculpt brushes. That would be a game changer.
I think the whole texture painting engine needs a redo. It's basically unchanged since ages back. I want to possibility to paint on multiple textures/maps at the same time with a single brush stroke. So we can paint materials instead of just colors. Those two things are vital, I think for a modern 3D texture painting environment. Maybe one day...
The whole problem in paint_image_proj cc is the source code file that is responsible for drawing textures in 3D space, it consists of more than 7000 lines, it will have to be rewritten almost completely 🤷♂️😅
Its actually shocking how bad blenders texturing painting (still) is, they have invested too little time in that area of the application in my opinion, needs a massive overhaul
One thing that I’ve done to get around no layers for texture painting in Blender is just utilize the shader nodes. That also gives me the option of blending in procedural noise. It also lets you use one image in multiple different ways, like using a displacement map set to multiply to darken up some crevices. Some big drawbacks though is that it will quickly tank performance, and selecting the specific image texture you want to paint on at any given time is a huge pain as they add up. And you have to bake all of your textures when done, but that’s standard in substance too. The brush projection is a big pain point for me though. It’s really frustrating to work around, especially when using any custom brushes. I’m kinda surprised that this hasn’t been fixed. I know the grease pencil tools give you the option to paint from view, to the 3D cursor, or snap to an object. And if it is possible to change that, why is this the current default??
The bit in 2:19, I seriously hope they improve upon this soon. I wonder if it's in their to-do list for 4.4 or some other future version? Because it's strange how they've stuck with the current implementation for so long. Something like the "Scene Radius Unit" from sculptmode would be a godsend.
02:30 you can have the same painting effect of adapting to the shape in the sculpting mode itself by using the paint brushes (light blue icons) though you need more subdivisions for it to look good.
Oh, it's nice to see this since I've been recently getting to this to learn. I wish you would cover addons in this space too, such as ucupaint it's been recommended to me and around so much these days, do you think you could do a vide like that, please? :)
@@grabbitt That would be awesome, just from checking these online it seems they really close the gap with some other tools like substance and just in general improve the workflow it seems. I can't wait to see what you come up with ;). Thanks!
We still need screen space brush size, as soon as you zoom your brush size is off again, hope they update it soon in line with sculpt and Grease pencil, what do you think
I don't like the eraser brushes because I think RGBA where Alpha is another color channel, so it should be part of the color brushes. But I see why that could be confusing. Being able to save the masks is nice, I wish you could do that in sculpting mode too (face sets don't have smoothness so they're not the same). Edit: I wish texture painting had the same brushes as vertex painting does, vertex painting has a paint-smear combined brush type
How to export your painted mesh as a texture file? For example, I've UV mapped everything, painted everything, and now wish to share JUST the colored UV map so others can apply it to their mesh
Hey Grant, I’ve been following your hand painted texturing tutorials and other courses which are super great and helped my journey in 3D modelling! Thank you! Anyways I have a question in the Texture Painting Mode within Blender, whenever I paint or smear my models it lags. How do I fix this issue? My models have reasonable poly count, props are 200-500 and characters are 8k to 9k. And the texture sizes I use are 2048x2048. Do you have any solutions for this? If so thank you!
Thanks for the tutorial as a new beginner am Wondering why I can't see my painted image in layout. It still shows that it's not painted yet in texture paint it's painted. Someone help me out please 😊
Nice overview. Too bad for that screen projection cursor though - I wonder if people who make these actually do texture painting themselves.. It seems very obvious when you use the tool actually.. Regardless - not bad changes for the asset drawer. Hopefully they build on this for future releases.
And this is why I walked away from blender so many years ago. If you end up the situation where your brush just, "doesn't work", right click on the brush and select "Revert to Asset." Wasted an incredible amount of time trying to achieve the simple. 4.3.2
They BADLY need to redo all the texture painting code (how the brush works but also how its result is rendered. Blender is currently nearly unusable when compared to other texture painting software. I don't care about layers...we have nodes for that... but fgs fix that brush code man !!!
Texturing a cube... is not a good sample,,, Blender is still totally obsolete for texturing, it can't even handle making a fluid blur without having to wait for each brush pass. And without a layer system, compared to software like substance o, instamat, even polypaint from Zbrush.... Blender looks like a toy for texturing. It seems incredible that sculpture painting works better than UV painting mode.
Not that incredible. There's just not enough devs to go round. There's never enough money to hire to enough people to work on every part Blender. Most of them are only there part time as it is.
Considering how good sculpt paint is and how it can do almost everything now (using a different workflow), I think UV painting is there just so people can put high res textures on low res models. But ya I have to say Im shocked at how bad it still is after all these new versions of blender in the last few years, UV paint seems to have had almost no development at all.
I wish they added multi layer/image texture painting. So you can paint on a color texture and a roughness texture or bump texture at the same time. Like in Substance...
A couple years ago, at blender conference, Ton Roosendaal asked for 2 features from the crowd they would work on with some extra donation money they got. I was one of the two suggestions with Multi-layer texture painting, which gotten a great applause. And Ton said, it will be done.
That was 3 years ago now...
Maybe one day...
Ucupaint addon allows painting in layers, though probably not in the exact same way you've mentioned it.
Gonna go ahead and second ucupaint, while blender could definitely stand to get some better painting tools, ucupaint is great for painting on layers, and has some pretty intuitive mask-drawing + filtering behaviors (since it essentially hides an autogenerated node setup from you). You can also set layers to be roughness / normal / bump / displacement data, so you can paint roughness + bump textures with it like you want (and do more advanced things like making a painted roughness layer that also uses another color layer as a mask).
I'm a total Blender fan boy, but would never recommend it for texture painting. It's been so far behind other tools since forever. What's kinda the most frustrating is that if they had good texture painting then you could paint and edit node trees at the same time and then it would be way better than e.g. Substance Painter. Given Blender's general speed of improvements I have at least some hope...
I think the reason this hasn't been implemented in a "clean" manner yet is because it's entirely do-able already if you have a decent understanding of the shader editor.
I used to use substance painter but being able to save money and remove another step from my workflow was a no brainer.
The new "HAS Paint Layers" addon by Hirourk featers Layers just like substance and seems the best alternative from what i tried so far (even better than Ucupaint)
You're the best, Grant! Thanks for sharing this.
For all you new to Blender - Yes, it is not very intuitive in places.
But you should have seen it a few years ago. It's moving in the right direction.
still only working with blender for a year now it feels like a dark forest. but the results i've been able to achieve with it without spending thousands of bucks and giving money to adobe is well worth it. i also tell myself, if im able to understand this programm i'll have an easy time with others
this was very helpful. i was worried when i didnt find any tutorials on texture panting on this blender update. you saved me. thank you lots
Dude you FINALLY made it comprehensible ! Been looking at tutorials for the past hour, but i couldn't understand how it worked exactly ! Thank you so much !
03:50 or you can press E while hovering over the colour swatch and then sample a colour :)
Awesome 👏🏼
I have asked about implementing the cursor adjusting to the normals for years and why is it so hard to make the paint brushes act like the sculpt brushes. That would be a game changer.
Spherical brush falloff is still not a thing? I'm disappointed.
I think the whole texture painting engine needs a redo. It's basically unchanged since ages back. I want to possibility to paint on multiple textures/maps at the same time with a single brush stroke. So we can paint materials instead of just colors.
Those two things are vital, I think for a modern 3D texture painting environment.
Maybe one day...
The whole problem in paint_image_proj cc is the source code file that is responsible for drawing textures in 3D space, it consists of more than 7000 lines, it will have to be rewritten almost completely 🤷♂️😅
@@ДНПСИгрыИСервисы Oh god.
Ucupaint has an official extension. I cannot understand how people aren't using this. It's actually insane to me
This is very fitting since I bought my new Kamvas 22 Huion, smart move, smart move!
Thank you
Man, best Texture painting tutorial ever. Thank you so much
Its actually shocking how bad blenders texturing painting (still) is, they have invested too little time in that area of the application in my opinion, needs a massive overhaul
at 2:47 there is a workaround this: theres a feature calles normal fallof in the brush settings
I did not know that I'll take a look thanks
I checked on this but the normal falloff doesn't do what I'm describing. I'm not sure if my description was particularly good.
@@grabbitt The normal falloff can prevent some of the streching, but yeah.
A solution taht works just like the scupltmode would be better
I really appreciate it man!!! thanks Grant!
It is not Adobe Photoshop but it is a great start for me. I love it! Thanks for sharing!
Very good explained. Thank you.😊
One thing that I’ve done to get around no layers for texture painting in Blender is just utilize the shader nodes. That also gives me the option of blending in procedural noise. It also lets you use one image in multiple different ways, like using a displacement map set to multiply to darken up some crevices. Some big drawbacks though is that it will quickly tank performance, and selecting the specific image texture you want to paint on at any given time is a huge pain as they add up. And you have to bake all of your textures when done, but that’s standard in substance too.
The brush projection is a big pain point for me though. It’s really frustrating to work around, especially when using any custom brushes. I’m kinda surprised that this hasn’t been fixed. I know the grease pencil tools give you the option to paint from view, to the 3D cursor, or snap to an object. And if it is possible to change that, why is this the current default??
Saving 1 Blender 🧮 at a time 🤙🏽🖤
🥰😘 Thank you, dear Grant!
The bit in 2:19, I seriously hope they improve upon this soon.
I wonder if it's in their to-do list for 4.4 or some other future version? Because it's strange how they've stuck with the current implementation for so long.
Something like the "Scene Radius Unit" from sculptmode would be a godsend.
02:30 you can have the same painting effect of adapting to the shape in the sculpting mode itself by using the paint brushes (light blue icons) though you need more subdivisions for it to look good.
its a very different workflow and you cant use texture brushes
@@grabbitt that's true.
Fantastic thank you Grant!!
Oh, it's nice to see this since I've been recently getting to this to learn. I wish you would cover addons in this space too, such as ucupaint it's been recommended to me and around so much these days, do you think you could do a vide like that, please? :)
yes i keep meaning to look into these things
@@grabbitt That would be awesome, just from checking these online it seems they really close the gap with some other tools like substance and just in general improve the workflow it seems. I can't wait to see what you come up with ;). Thanks!
It works!
Best teacher!
We still need screen space brush size, as soon as you zoom your brush size is off again, hope they update it soon in line with sculpt and Grease pencil, what do you think
aslong as 4.3 dosent keep crashing i, ll give it a go , good vid thankyou
So i been lately using the erase thing or alpha and the alpha is not working
Have you added a texture with an alpha channel
11:10 finding that rock brush would be tough without the appropriate icon to recognize it, any way to do that, Grant?
I'm sure there used to be a way to do that but i cant see it at the moment
Amazing
I don't like the eraser brushes because I think RGBA where Alpha is another color channel, so it should be part of the color brushes. But I see why that could be confusing.
Being able to save the masks is nice, I wish you could do that in sculpting mode too (face sets don't have smoothness so they're not the same).
Edit: I wish texture painting had the same brushes as vertex painting does, vertex painting has a paint-smear combined brush type
hi i just have a questen where do i get all these brushes? you have on the bottom?
edit: found it XD
Where in the menu can I find the picker which is activated by pressing "Shift X" ?
You have to go into the colour
@@grabbittthanks, I struggle to paint inside a mouth because the outside faces are in the way. Is there a easy solution?
@gridvid masking and hiding parts of the mesh
I've been trying to make a cursed pirate player model, but it hasn't been going well. Please help
How to export your painted mesh as a texture file? For example, I've UV mapped everything, painted everything, and now wish to share JUST the colored UV map so others can apply it to their mesh
In the image editor just save the image
@@grabbitt wow, I really took time out of your day for this LOL thanks, man
When will they finally add layers, like in Photoshop or Substance, so that we can draw comfortably??
Hey Grant, I’ve been following your hand painted texturing tutorials and other courses which are super great and helped my journey in 3D modelling! Thank you!
Anyways I have a question in the Texture Painting Mode within Blender, whenever I paint or smear my models it lags.
How do I fix this issue?
My models have reasonable poly count, props are 200-500 and characters are 8k to 9k.
And the texture sizes I use are 2048x2048.
Do you have any solutions for this? If so thank you!
Yes the smear brush is often laggy unfortunately
Thanks for the tutorial as a new beginner am Wondering why I can't see my painted image in layout. It still shows that it's not painted yet in texture paint it's painted. Someone help me out please 😊
Check my video on why texture painting isn't working
How can I use the mask feature from Vertex selection groups? so i only paint on the selected polygons.
Mask by selection. button near making
How do i get that brush panel at the bottom? I cant see it anywhere
Have you got the recent blender version
@@grabbitt I do
then its tricky to say. Are you in texture painting mode?
Nice overview. Too bad for that screen projection cursor though - I wonder if people who make these actually do texture painting themselves.. It seems very obvious when you use the tool actually.. Regardless - not bad changes for the asset drawer. Hopefully they build on this for future releases.
How to add an Image Brush 9:51
thanks man
Cool video, thanks for sharing! (I was asking if it's possible to have subtitles)
UA-cam usually ads them
I hope they do a full re-do of the texturing system.
It's so janky and slow on more complex models.
One day it will be easy to add a paint layer on blender i have faith
please amke video on ucupaint addon
GOAT
❤❤❤
Shader editor dont show me that
Shift x 😮
wow
the paint hard brush just isn’t working lmfao
They finally created eraser on texture paint😭🤣
And this is why I walked away from blender so many years ago.
If you end up the situation where your brush just, "doesn't work", right click on the brush and select "Revert to Asset."
Wasted an incredible amount of time trying to achieve the simple. 4.3.2
What is this???!!!!!!!!!!!!! Why is your blender layout inconsistent with mine????!!!
This is the recent version of blender
Seems like guy is from Great Britain.
Yeah I think he could be
They BADLY need to redo all the texture painting code (how the brush works but also how its result is rendered. Blender is currently nearly unusable when compared to other texture painting software. I don't care about layers...we have nodes for that... but fgs fix that brush code man !!!
Texturing a cube... is not a good sample,,,
Blender is still totally obsolete for texturing, it can't even handle making a fluid blur without having to wait for each brush pass.
And without a layer system, compared to software like substance o, instamat, even polypaint from Zbrush.... Blender looks like a toy for texturing.
It seems incredible that sculpture painting works better than UV painting mode.
I have lots of other examples in my playlist in description. But yes texture painting in blender is way behind the others
Not that incredible. There's just not enough devs to go round. There's never enough money to hire to enough people to work on every part Blender. Most of them are only there part time as it is.
Considering how good sculpt paint is and how it can do almost everything now (using a different workflow), I think UV painting is there just so people can put high res textures on low res models. But ya I have to say Im shocked at how bad it still is after all these new versions of blender in the last few years, UV paint seems to have had almost no development at all.