People have mentioned it before - but you either stumble upon it as I did, or you kinda need to already know what you're looking for. It is an insanely good tool though, yeah
Looks like clip studio paint requires that you premultiply the alpha channel before it gets added in. The function is already built into blender, there just needs to be some way to attach it as a setting to the "external program" thing.
@@moltenbolt I recently actually got a feature added-not by request, but because I was trying to figure out how to do something in Blender and a programmer noticed that it wasn't possible and added it really quickly (it's pull request #115103, 'nearest neighbour option in UV map compositor node' if you want to look it up.) It was extremely decent of him and completely unexpected. Maybe we could collectively put, like, a small bounty on "add a premultiply alpha checkbox to the 'external image editor' program in the preferences."
@@moltenbolt i managed to get a small feature added to blender recently simply by being in the right place for a bored programmer to notice i was having a problem. maybe we could collectively put a small bounty on having a "premultiply alpha" checkbox near to the external image editor setting.
@@RodasAPCTV Keep in mind this is all pre-3.5 because my current laptop's OpenGL is not supported BUT My top 5 features: 1) The screw modifier, so many bottles were made with that single modifier alone 2) External Programs (see video we just watched) 3) Bake sound to f-curve: I made a lot of audio visualizers like this and it served as an okay lip-sync tool for test shots 4) Dynamic Paint. 5) Sewing Springs on the cloth simulation. I also draft sewing patterns, so using the sewing springs and the pressure volume can help me make sure any pattern I create is accurate to how I picture it before I cut anything out.
In CPS keep your screenshot as a 1% visible background instead of deleting it. This should prevent CSP from rendering/premultiplying nearly transparent pixel as white when saving. I think, It was a long time since I used CSP to do that but if I remember correctly this was working.
there's also a multitude of add-ons that ''auto apply'' on a set timer all the way from 5 seconds to 1 ms, which means that with a bit of tweaking you can use the autosave function of your program of choice to automatically apply a line to the 3d mesh as you paint in basically real time
Such a groundbreaking feature for my workflow. One thing to mention: I've found that using FLAT VIEWPORT shading for the screengrab is the best for quick editing. It allows me to pick colors from the object in my external program (Krita), and when applied back in Blender, the colors are not darker or different. I guess the flat shading shows the true color of the object's material, without any effects from lighting or environment.
Clunky is the only word to describe painting in blender and what's put me off from creating hand painted textures. This is a game changer for me. Thanks!! Subbed.
Have you tried the paint feature in sculpt mode of blender 4.3? I'm just getting back into blender (because of sculpting) and am blown away at the power & flexability of sculpting & painting. Now I guess I need to learn 'baking' uv maps...?
you can also just edit the image you are working on in an external software by: A) opening it manually from the file browser or B) in image viewer/paint environment in the same menu save image lives click "edit externally". that way you preserve the original quality and aren't making needless screenshots. Of course it all depends on what you want to achieve and with what workflow. If you for example just need better selections and blurs and don't the specific perspective angle of the viewpoint then I believe editing the file is preferable to making a screenshot and possibly projecting it at a n angle.
Ooo, I didn't know about these other methods, thank you for sharing those! I can see how sometimes just editing and refreshing the image externally might be a better option for sure!
I think there is a fix for the ClipStudioPaint issue you are having: If you open up the sub tool details panel (the little spanner) for the pen or brush you want to draw/paint with then click on the Anti-overflow tab and turn off Area Scaling. I got a good result :)
You're welcome! That's one thing I love about Blender, sometimes we can stumble upon things that are sooo useful that we had no idea about 😁 I've added you to the Deuces Club list hehe Thank you for watching!
I have been using Photoshop for texturing since starting with Blender. The brilliant thing is, that Blender eats PSD files, even of large resolutions and with numerous layers. So I create the whole texture in Photoshop and simply load it in Blender. That way, you can work through the WIPs. Save the PSD files and load it as texture. When you edit that files in Photoshop, save it normally, and in Blender, in the UV map viewport, simply press Alt+R to refresh the loaded image. Once you're done with the Photoshop work, save your texture for example as JPEG or PNG and replace your PSD texture in Blender with this smaller version. The aspect of the texture stays the same at whatever resolution, as long as the aspect of the texture stays the same. Also for whoever didn't realize it: a file with an Alpha layer can be used in Blender like 2 inages, one in color and one in black and white. Because that's what the Alpha channel is, black and white pixel data. Every program just interprets it as transparency, handles the black and white layer as mask data. But when you put the Alpha channel into color inputs in Blender, you get that black and white pixel data to work with. There may not be many use cases for this, but I think it's valuable to know.
@@moltenbolt I am very happy that I could provide valuable information. I have gained so much important knowledge from tutorials, nice to spread something. I don't remember anymore, if I got Alt+R through a tutorial or found it myself while experimenting, but the general rule is, that experimenting in various windows with CTRL ALT and Shift can lead to finding out about very useful functions. Because even the biggest amount of tutorials can't make you aware of everything there is.
An extension to your color + alpha = 2 images, is that you can seperate out the color channels in the shader editor and treat it as 4 images in one. Great for merging multiple black and white mask images into single files to save space (if you need to).
@@badbunny_uk Absolutely right, though as with the Alpha, it's a very niche edge case. Unless somebody is working with very small VRam and needs to keep everything tiny. My computers have 8GB graphics cards and recently got a new laptop with 16GB Vram, I should be good with that to use high resolution 16bit textures. =)
@@moltenbolt Yeah when I started with like Blender 2.48, the interface was absolutely awful haha. There were like three shortcuts on every button on the keyboard, I had printouts of all of them LMAO
I was lucky, I started just after Blender moved to a more modern interface - I think 2.79 or somewhere around there. It's still a maze of buttons though hahah@@wwklnd
@@moltenbolt Yeah lol I think I feel a bit spoiled with how user friendly the latest Blender versions are compared to the older ones, I also used a ton of Autodesk stuff like Maya and Motionbuilder in university a decade ago which was so goddamn unstable that I can't help but feel thankful for how stable Blender tends to be too!
I spent some time with 3DSMAX and Maya, and it felt cumbersome - probably because I was untrained but hey, I love Blender lmao. Feel free to pop in the discord if you wanna chat Blender n stuff! discord.gg/Pb8tzkqu@@wwklnd
I am confounded that I didn't know about this before. My life has been forever changed. I grew four inches and my voice deepened three octaves. My IQ increased drastically and I can now bench 450 pounds (easily). My chin transmogrified into a chiseled marble statue. Thank you Moltenbolt. Thank you. --That aside I can imagine using this feature with Ucupaint to create stylized textures the way Riot Games Studios does it; I saw a behind-the-scenes of the texture painting of the show Arcane where the creators chose to hand-paint textures individually for different camera angles, so that they could paint lighting in and add more details when close-ups happened. I was breaking my small noodle of a brain trying to figure out how this could be done in Blender - and I think this is the way to do it. Ucupaint would allow for having a base character texture and then painting on additional detail when rendering different shots. This could also be done for stationary shots or even entire backgrounds (Arcane often has entirely hand-painted backgrounds)
This is precisely how I have been using Ucupaint and Quick Edit together during my livestreams. Trying to learn the Riot/Airship Syndicate style and those two tools make the technical aspects of it super simple. Great comment btw hahah ♥♥
The EXE for Photoshop includes the exact version number. When you update, the hard-coded path will be left pointing to the old version or a missing path. It ought to offer, say, a Python code snippet to resolve the path, or pattern-matching to give the schema for the paths.
@@moltenbolt That's the case for any launcher, which is how I noticed it in the first place. That makes me think that the non-specific fix is better, as it can be used in every such context. That is, an EXE that finds and launches PhotoShop (than quits). If multiple versions are present it would display a little menu to choose.
Great video on a criminally underused Blender feature 💯 I've actually been using this technique in conjunction with Photoshop's Generative fill to blend and pretty much eliminate visible seams 100%. As it says in the video you MUST merge everything to a single layer before you save, but keep that layer's transparency, ie. Don't Flatten. Also important: the format must remain PNG and you cannot alter the filename. Another couple of things - Quick Edit only seems to work (for me anyway) in EEVEE. Cycles simply doesn't update when you click apply. And if you are going attempt to use with Generative fill in Photoshop, first I plug my base texture into an Emission node (this eliminates the effect of light and shadows on your object in EEVEE). Otherwise the Generative fill will 'add' shading to match your screen capture and then it's eventually shaded again in Blender's viewport, so its effectively double-shaded. Just remember to remove the Emission node when you're done 😉 For me these are really powerful techniques and well worth you looking into 👍
Hey! Thank you for sharing those tips, that's awesome 😁 Isn't it weird that cycles doesn't update? I often use Quick Edit in conjunction with Ucupaint (adds layers to texture painting, like in the vid) and do handpainting through an emission node setup - but for those who aren't doing it that way your tip is incredibly useful. Thank you for watching and for your tips, I really appreciate it!
Yo, i didn't even realize this was an option, this is so cool, i use CSP so it's unfortunate it's not as good on it, but it sounds so freaking useful Also the "here"'s do surprisingly work well, was worried the nyahs would sound too random and out of place when put after such normal sounds, but it seems to work, awesome!
Thanks Waggle! I re-tested CSP today with a higher resolution screen grab to see if the problem persisted - it did, but not as badly. So CSP *can* work, but you'll just need to spend a moment touching up your edges. I still think that using Quick Edit with CSP would be faster than just straight up using Blender. I also use CSP for my regular painting and drawing stuff, so for it to not work super well is really disappointing. That said though, I'll keep at it to see if I can find a method that works 😁
Like finding gold, makes you wonder why they have these features hidden away like that. Great video. If anyone is wondering, Sai works fine, just tested it.
This whole setup reminds me of Zapplink inside Zbrush. It does the same thing and you can choose your external painting application of choice:). Example (Photoshop)
The screenshot grabs what is visible in your 3D viewport - it will grab the exact angle and zoom level. You can change the resolution of the screenshot by changing the "Screen Grab Size" values in the Quick Edit options - whatever resolution you set will be what comes into your 2D application. And yes, in Ucupaint you can merge *image* layers with each other. Some other layer types aren't supported as afar as I know. But you can bake out textures with Ucupaint as well. Hope that helps! 😁
I am happy that there was at least one nyah :D I think a few of them are okay in the first videos I watched you just overused it :) Nice Video huge fan!
With the white lines in clipstudio, I don't know if this always fixes it, or always does a good job; but in the image texture node change linear to closest. That usually does it for me.
Dude I am so subscribe, someone told me about this but I was so confused on what they meant and now I understand! Thank you for making this video, I so got to try it. Also Im happy to see it supports krita, curious if it can support paint tool sai 2? O.O Also really interesting character for your channel, are they a dice or hexagon? And are you using a Vtuber for it. This is really interesting and I never seen someone did an object character before for it, so I find it really cool nonetheless. :3 They remind me of a honeycomb with an eye. Sorry if I asked a lot of questions here, I love your character. ♥ Anyway keep up the good work, I look forward to seeing more from you and watch you grow. ^ ^ P.s love the channel's name. It's really cool name!
Hi! Thank you for all your kind words 😁 My avatar is meant to be a gemstone, and I use a PNGTuber app called Veadotube Mini. Someone left a comment saying they had tested Sai and that it worked, but I haven't tested that myself. It should work though!
That's so cool! Gemstones are neat. :3@@moltenbolt And you're welcome. Ooh thank you I'll check out the program and that's great to hear, I use paint tool sai 2 a lot so this is good news for me. ^ ^ Thanks for the reply btw and the heart. I wasn't expecting that. But yeah keep up the good work. :3
If I understand the question correctly, I don't think it does since Quick Edit is using texture projection to make the changes to the texture. I could be wrong though, might be a gap in my knowledge of the tool. I do think there are some addons that allow you to quickly switch between digital painting software and the UV layout, though. If I can find the name of them I'll follow up here!
Not very good with Blender, but definitely archiving this video for later if I ever get around to familiarizing myself with it more. This is awesome! I dont think you mentioned GIMP in your program list that Quick Edit works with, do you know if they pair well? I'm most familiar with GIMP, so I would probably prefer it if I were to give this a try.
Alas, yes. You need to rotate to the angle you want to paint then create a new screen grab. That's the limitation of painting using texture projection.
If the alpha is truly inverse iirc blender has an option for inverting an images alpha channel on image import, not sure itd help but there might be other hidden ways similar
Ohh I gotta check that out! I believe I misspoke in the video though - Clip Studio Paint's alpha channel is premultiplied, which causes the problem. Someone mentioned that using PNG-8 as a format when saving the painted file in CSP could fix that, so that might work also 😁
Yeah I didn't really see it as inverse but I'm not an expert so didn't have enough knowledge to say anything. I saw the pre-multiplied comment after too. It's definitely worth looking into what it is and a solution though; I don't personally, but a lot of my friends enjoy clipstudio. I'll definitely keep some of these work arounds in mind if my friends run into them, but this method looks so much more comfortable than what blender gives you. Decaling stuff was... not fun and doing the shrinkwrapped plane method felt... bad... and bouncing between procreate for there half-baked 3d painting was... too much back and forth, and working on uvs directly was... unfun. So glad I watched either way. @@moltenbolt
Can you make a tutorial on how to use this tools with low poly mesh with 256x256 texture resolution. I’m makings ps1 style retro models and struggling with seams(
Seams will be hard at that resolution. You're essentially wanting to paint with pixels, nice and blocky, right? (Im recalling like, Metal Gear style for PS1) Hmm. Lemme have a think about how to do that!
1:03 when I open the tools tab at the right, it's not nearly as populated as in the video. Just has Options, Transform, Workspace. Is Ucupaint necessary?
My N-panel (the right side tool panel) is populated with some other add-ons. Yours is the default list. As for Ucupaint, it's not necessary in order to texture paint at all, you can do it just fine with vanilla Blender. But Ucupaint enables layers and adjustments, which aren't easily accessible outside of the shader graph in vanilla Blender. So Ucupaint makes it significantly easier and more powerful.
I'm honestly not entirely sure, given that Aseprite is for pixel art in particular. However, I know that it will work if the program supports raster images, layers and transparency, so it's worth a shot if Aseprite can do that. I still need to get and learn Aseprite, but once I do I'll check it out! 😁
I believe so - any graphics program that employs layers and has transparency should be a viable option. People keep mentioning Affinity, I should really give it a shot!
This workflow would probably work really well with vector based apps like Illustrator or something like Affinity Designer (which can do raster as well). Hopefully they don't suffer from the same issues as CSP. As much as I enjoy using Affinity, CSP is just superior for blending/painting.
@@moltenbolt It's really good, if you need to texture something with very clean lines, smooth gradients and some grunge or a touch of hand painting I would recommend Affinity. Photoshop has vector masking which is very useful but the workflow isn't great and Illustrator doesn't really have any raster options (I don't think). I've always wanted Affinity to have some 3d tools like photoshop to paint models but this method with blender seems like a good alternative.
Hey so what if you wanna make some changes? Like you go into quick edit, overwright and then reopen quick edit to tweak to image but you see that the old laayer is under the new layer?
Usually I just create a new layer for each adjustment I want to make. That way I can tweak or delete anything I don't like, or I can blend two layers together 😁
I'm not too sure. I thought Viewpaint was similar to regular texture painting in Blender or Substance/3DCoat because they could rotate the model and then paint - but I could be misremembering. With quick edit you can only paint on one angle at a time.
@@moltenbolt you were able to rotate this around but to actually do the painting you had to freeze the view, and when you unfreeze you're no longer able to paint till you freeze it again
From what I can see, Auto Reload has a nice image browsing functionality, which is pretty cool. Aside from that, the ability to open and edit images in external software appears to be the same - though Auto Reload looks like it might have some deeper utility than just that. I'll take a closer look - thanks for the tip!
I saw somewhere that you could sort of mirror the texture everywhere if you project it from one side, so there are no untextured spots. Do you know anything about this?
@@moltenbolt Found it out, you need to go to the tool tab, options panel, turn off occlude and backface culling, idk why I took so long to figure it out occlude and backface culling does it so that the textures cant be projected through the mesh on the other side
I'm not sure how to have Blender export only the Diffuse (colour only) channel while using Quick Edit - I've never needed to do so since you paint on a new layer in the digital painting software. I'm sure it's possible using either an Emission node or by fiddling with the Principled BSDF in the Shader Editor, but I'm not sure how exactly. I'll ask around and if I find a solution, I'll reply to you here 😁
Thank you for the quick reply! Shadow problem that can occur with more complicated 3d models where some obstrucion might take place. I just experimented with it. You can link texture to emit shader, or directly to output node. But I got the best outcome when I set color space to filmic sRGB, instead of regular sRGB.
@moltenbolt Wow! Thanks! It seems to cover the whole object but if you apply a mask, you can choose where it appears. I don't see an easy way to resize or shift the image in Blender unfortunately. Everything else is 'Nyah'!
There should be a "Source" option somewhere that allows you to transform the image but I dont remember exactly where right now - will check when am back at pc @@whitemale1725
So when I do quick edit it projects through the mesh and not just on the side Im editing, my UVs are not on top of each other is this normal behavior? I tested it with default cube and it works drawing on just the one side but on other objects it doesnt work.
Weird. The only thing I can think of is to make sure that you have occlusion and backface culling checked in the tool options panel. I dont know why it would project all the way through if those were checked 🤔
I'm not sure I understand your question 100% but I'll do my best: The changes you make using Quick Edit are added to the painted information on your UV's via projection, but the end result is exactly the same as painting in Blender - all painted information ends up on a layer that Blender wraps around your model using UV's. You need UV's to be able to texture paint. Vertex paint is different because you are only changing the color attribute of a vertex - the resolution of vertex paint depends on how many vertices your object has (texture painting on UV's doesn't) and does not rely on an image or UV's at all. Hope that helps!
@@moltenbolt thanks but... then why you're not utilizing the whole UV space in your example? Is there a reason why the front facing part of the shield is taking
The latter. It didn't seem necessary for the purposes of the video to optimize my UV's. I also have no export plans for this object since it's only for handpainting practice. Good observation though!@@dauletbekishev
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this is... insane. how did no one mention this sooner?!
People have mentioned it before - but you either stumble upon it as I did, or you kinda need to already know what you're looking for. It is an insanely good tool though, yeah
Yeah right?
ua-cam.com/video/N24UGsutbkQ/v-deo.htmlsi=sej32lIk-VCfFKZI
Looks like clip studio paint requires that you premultiply the alpha channel before it gets added in. The function is already built into blender, there just needs to be some way to attach it as a setting to the "external program" thing.
That would be incredible, cuz I love CSP!
@@moltenbolt I recently actually got a feature added-not by request, but because I was trying to figure out how to do something in Blender and a programmer noticed that it wasn't possible and added it really quickly (it's pull request #115103, 'nearest neighbour option in UV map compositor node' if you want to look it up.) It was extremely decent of him and completely unexpected.
Maybe we could collectively put, like, a small bounty on "add a premultiply alpha checkbox to the 'external image editor' program in the preferences."
@@moltenbolt i managed to get a small feature added to blender recently simply by being in the right place for a bored programmer to notice i was having a problem. maybe we could collectively put a small bounty on having a "premultiply alpha" checkbox near to the external image editor setting.
Nice! And yesyesyes fantastic idea! Where might I lodge such a request?
@@moltenbolt I'm NOT SURE yet haha. I'd have to investigate a little more and snoop around the IRC channels.
When i used to work in blender, this was among my top 5 favorite features, so I'm glad to see people showcase it so others can try it too. Thank you!
Agree, I love it hehe
well shit, seems like a good time to ask then. what were the other 4? 😂
@@RodasAPCTV Keep in mind this is all pre-3.5 because my current laptop's OpenGL is not supported BUT
My top 5 features:
1) The screw modifier, so many bottles were made with that single modifier alone
2) External Programs (see video we just watched)
3) Bake sound to f-curve: I made a lot of audio visualizers like this and it served as an okay lip-sync tool for test shots
4) Dynamic Paint.
5) Sewing Springs on the cloth simulation. I also draft sewing patterns, so using the sewing springs and the pressure volume can help me make sure any pattern I create is accurate to how I picture it before I cut anything out.
These short and sweet but actually understandable blender videos seem to be kind of rare, thank you!
Thank you kindly! I try to keep it as clear and succinct as I can tbh
In CPS keep your screenshot as a 1% visible background instead of deleting it. This should prevent CSP from rendering/premultiplying nearly transparent pixel as white when saving. I think, It was a long time since I used CSP to do that but if I remember correctly this was working.
Woahhhh I'm gonna have to try this! Thanks 😁
there's also a multitude of add-ons that ''auto apply'' on a set timer all the way from 5 seconds to 1 ms, which means that with a bit of tweaking you can use the autosave function of your program of choice to automatically apply a line to the 3d mesh as you paint in basically real time
That sounds pretty awesome, thanks for letting me know! 😁
Do you have any names of those addons?
Such a groundbreaking feature for my workflow.
One thing to mention:
I've found that using FLAT VIEWPORT shading for the screengrab is the best for quick editing. It allows me to pick colors from the object in my external program (Krita), and when applied back in Blender, the colors are not darker or different. I guess the flat shading shows the true color of the object's material, without any effects from lighting or environment.
You betcha, flat color is just the diffuse color without any environmental effect. And ya, quick edit is sweet! 😁
Clunky is the only word to describe painting in blender and what's put me off from creating hand painted textures. This is a game changer for me. Thanks!! Subbed.
Sweet! Happy to help 😁
Have you tried the paint feature in sculpt mode of blender 4.3? I'm just getting back into blender (because of sculpting) and am blown away at the power & flexability of sculpting & painting. Now I guess I need to learn 'baking' uv maps...?
3:22 the white pixels are to do with specific png formatting. You can remove it using png8 instead.
👀 ohhh I gotta try this ASAP, thanks for the tip! 😁
you can also just edit the image you are working on in an external software by: A) opening it manually from the file browser or B) in image viewer/paint environment in the same menu save image lives click "edit externally".
that way you preserve the original quality and aren't making needless screenshots.
Of course it all depends on what you want to achieve and with what workflow. If you for example just need better selections and blurs and don't the specific perspective angle of the viewpoint then I believe editing the file is preferable to making a screenshot and possibly projecting it at a n angle.
Ooo, I didn't know about these other methods, thank you for sharing those! I can see how sometimes just editing and refreshing the image externally might be a better option for sure!
Just found this channel, and really glad I did, you are making great tutorials in a fast pace while still explaining everything clearly, great stuff
Thank you so much! Hehe that's great to hear 😁
I think there is a fix for the ClipStudioPaint issue you are having: If you open up the sub tool details panel (the little spanner) for the pen or brush you want to draw/paint with then click on the Anti-overflow tab and turn off Area Scaling. I got a good result :)
Amazing, I'll try that out! Thank you 😁
Thank you so much, I didn't know about this feature despite the fact I've been using blender for a really long time ! Deuces !
You're welcome! That's one thing I love about Blender, sometimes we can stumble upon things that are sooo useful that we had no idea about 😁 I've added you to the Deuces Club list hehe Thank you for watching!
That video was surprisingly informative for a 3 min video 😂
You've got serious skill, Bolty!
Looking forward to the next stream
Thank you for your constant support Nathan! It's super encouraging 😁
I have been using Photoshop for texturing since starting with Blender.
The brilliant thing is, that Blender eats PSD files, even of large resolutions and with numerous layers. So I create the whole texture in Photoshop and simply load it in Blender. That way, you can work through the WIPs. Save the PSD files and load it as texture. When you edit that files in Photoshop, save it normally, and in Blender, in the UV map viewport, simply press Alt+R to refresh the loaded image.
Once you're done with the Photoshop work, save your texture for example as JPEG or PNG and replace your PSD texture in Blender with this smaller version. The aspect of the texture stays the same at whatever resolution, as long as the aspect of the texture stays the same.
Also for whoever didn't realize it: a file with an Alpha layer can be used in Blender like 2 inages, one in color and one in black and white. Because that's what the Alpha channel is, black and white pixel data. Every program just interprets it as transparency, handles the black and white layer as mask data. But when you put the Alpha channel into color inputs in Blender, you get that black and white pixel data to work with. There may not be many use cases for this, but I think it's valuable to know.
Alt+R 👀 omg thank you for sharing your process. The ability to just refresh the image with a hotkey is huuuuge! Thank you!
@@moltenbolt I am very happy that I could provide valuable information. I have gained so much important knowledge from tutorials, nice to spread something.
I don't remember anymore, if I got Alt+R through a tutorial or found it myself while experimenting, but the general rule is, that experimenting in various windows with CTRL ALT and Shift can lead to finding out about very useful functions. Because even the biggest amount of tutorials can't make you aware of everything there is.
100% agree. Thanks again!@@Marc_Fuchs_1985
An extension to your color + alpha = 2 images, is that you can seperate out the color channels in the shader editor and treat it as 4 images in one. Great for merging multiple black and white mask images into single files to save space (if you need to).
@@badbunny_uk Absolutely right, though as with the Alpha, it's a very niche edge case. Unless somebody is working with very small VRam and needs to keep everything tiny. My computers have 8GB graphics cards and recently got a new laptop with 16GB Vram, I should be good with that to use high resolution 16bit textures. =)
Yoo this is incredible, thanks a lot, great tutorial!
Thank you! I'm happy if it was helpful 😁
Very nice! I bet that'll make things easier for folks. Thank you for demonstrating, and so quickly! Deuces!
That's the hope! Deuces ♥
I've been using Blender about 15 years, and I somehow didn't know about this. Great video!
Thanks! Yeah Blender hides the dangdest things in its interface 😁
@@moltenbolt Yeah when I started with like Blender 2.48, the interface was absolutely awful haha. There were like three shortcuts on every button on the keyboard, I had printouts of all of them LMAO
I was lucky, I started just after Blender moved to a more modern interface - I think 2.79 or somewhere around there. It's still a maze of buttons though hahah@@wwklnd
@@moltenbolt Yeah lol I think I feel a bit spoiled with how user friendly the latest Blender versions are compared to the older ones, I also used a ton of Autodesk stuff like Maya and Motionbuilder in university a decade ago which was so goddamn unstable that I can't help but feel thankful for how stable Blender tends to be too!
I spent some time with 3DSMAX and Maya, and it felt cumbersome - probably because I was untrained but hey, I love Blender lmao. Feel free to pop in the discord if you wanna chat Blender n stuff! discord.gg/Pb8tzkqu@@wwklnd
This is great thank you, I've been using Blender for 5 years and somehow never even saw this before!
You're very welcome! Yeah, it's really buried in menus hahah 😁
Wow- absolutely amazing. Thanks for the quick, clear and fun tutorial! Dueces ✌️
Thank you for watching and your kind words ♥
This is a lot like the old projection painting in maya, super happy to know about this!
It's super handy in the right circumstances 😁
I am confounded that I didn't know about this before. My life has been forever changed. I grew four inches and my voice deepened three octaves. My IQ increased drastically and I can now bench 450 pounds (easily). My chin transmogrified into a chiseled marble statue. Thank you Moltenbolt. Thank you.
--That aside I can imagine using this feature with Ucupaint to create stylized textures the way Riot Games Studios does it; I saw a behind-the-scenes of the texture painting of the show Arcane where the creators chose to hand-paint textures individually for different camera angles, so that they could paint lighting in and add more details when close-ups happened. I was breaking my small noodle of a brain trying to figure out how this could be done in Blender - and I think this is the way to do it. Ucupaint would allow for having a base character texture and then painting on additional detail when rendering different shots. This could also be done for stationary shots or even entire backgrounds (Arcane often has entirely hand-painted backgrounds)
This is precisely how I have been using Ucupaint and Quick Edit together during my livestreams. Trying to learn the Riot/Airship Syndicate style and those two tools make the technical aspects of it super simple.
Great comment btw hahah ♥♥
I shall certain watch your livestreams to see how you use it in the future! @@moltenbolt
Sweet!@@DestrinProductions
This is going to change my workflow incredibly! thanks!
That's awesome! Thanks for watching 😁
Thank you!!! This is life saving
Isn't it awesome?! Hehe you are very welcome 😁
This is awesome to know. Thanks!
You're very welcome! 😁
HUGE game changer, thank you
Happy to help 😁
wow that's really useful to know. Thanks for sharing
You're very welcome! 😁
This was really well put together thank you.
Thank you 😁 that's very nice of you to say!
This was insightful. Thank you
My pleasure, thanks for watching 😁
The EXE for Photoshop includes the exact version number. When you update, the hard-coded path will be left pointing to the old version or a missing path.
It ought to offer, say, a Python code snippet to resolve the path, or pattern-matching to give the schema for the paths.
I hadn't thought of that. Slight pain in the butt to need to update it every time. Thanks for the heads up!
@@moltenbolt That's the case for any launcher, which is how I noticed it in the first place. That makes me think that the non-specific fix is better, as it can be used in every such context.
That is, an EXE that finds and launches PhotoShop (than quits). If multiple versions are present it would display a little menu to choose.
That would indeed be most handy!@@JohnDlugosz
Great stuff, will have to give it a try
Awesome! Yeah, it's a handy tool 😁
thats fantastic dude, thank you so much for this tutorial!
My pleasure! It's a really useful tool 😁
This is a killer video 🎉 I can finally use my krita skills with blender
Awesome! 😁
Deuces! This is much better than the laggy painting experience in blender!
I agree, it makes hand painting super fast and easy. Thanks for watching and I'll add you to the Memebers List 😎
Added!
2:44 The image that was applied is bigger in Blender than in Photoshop
Yes, someone else pointed out the resolution disparity. Best I can figure is to just make a judgment about what looks alright.
Damn. This is a treasure feature indeed. Thank you mate 🤗
You're very welcome 😁
I enjoyed this video a lot, thank you.
Glad you enjoyed it, thank you! 😁
so easy and yet so useful, thanks
You're welcome! I'm glad it was useful 😁
I saw the option but I never knew what it did.
Dayuuuum that's crazy useful actually.
It really is, I like it a lot 😁
Thank you! Thank you! This is amazing and will make my life soo much easier :)
Glad it helped! Thanks for watching 😁
Does it work with GIMP?
Yep, it should work with any program that supports Raster layers and transparency! 😁
This was an awesome video! Thank you for sharing.
Thank you! Thanks for watching!
@@moltenbolt You bet! Keep up the great work. I subscribed to you and look forward to more great stuff.
awesome tutorial!
Thank you very kindly 😁
Nyah makes a return, great vid
Thanks Mayo ♥ strim fam unite!
Great video on a criminally underused Blender feature 💯
I've actually been using this technique in conjunction with Photoshop's Generative fill to blend and pretty much eliminate visible seams 100%. As it says in the video you MUST merge everything to a single layer before you save, but keep that layer's transparency, ie. Don't Flatten. Also important: the format must remain PNG and you cannot alter the filename.
Another couple of things - Quick Edit only seems to work (for me anyway) in EEVEE. Cycles simply doesn't update when you click apply.
And if you are going attempt to use with Generative fill in Photoshop, first I plug my base texture into an Emission node (this eliminates the effect of light and shadows on your object in EEVEE). Otherwise the Generative fill will 'add' shading to match your screen capture and then it's eventually shaded again in Blender's viewport, so its effectively double-shaded. Just remember to remove the Emission node when you're done 😉
For me these are really powerful techniques and well worth you looking into 👍
Hey! Thank you for sharing those tips, that's awesome 😁 Isn't it weird that cycles doesn't update?
I often use Quick Edit in conjunction with Ucupaint (adds layers to texture painting, like in the vid) and do handpainting through an emission node setup - but for those who aren't doing it that way your tip is incredibly useful. Thank you for watching and for your tips, I really appreciate it!
Does this work for setting up roughness and normal maps and stuff?
Ucupaint (the free layer painting addon) does - I haven't tried it with, say, hand-painting a normal map. I suppose it's possible though.
@@moltenbolt Thanks, I'll give it a shot!
Well this is neat! Thanks for posting it! Deuces!
My pleasure! I've added you to the Members List 😎
This is great! Thanks!
You're welcome 😁
Yo, i didn't even realize this was an option, this is so cool, i use CSP so it's unfortunate it's not as good on it, but it sounds so freaking useful
Also the "here"'s do surprisingly work well, was worried the nyahs would sound too random and out of place when put after such normal sounds, but it seems to work, awesome!
Thanks Waggle! I re-tested CSP today with a higher resolution screen grab to see if the problem persisted - it did, but not as badly. So CSP *can* work, but you'll just need to spend a moment touching up your edges. I still think that using Quick Edit with CSP would be faster than just straight up using Blender.
I also use CSP for my regular painting and drawing stuff, so for it to not work super well is really disappointing. That said though, I'll keep at it to see if I can find a method that works 😁
@@moltenbolt That's great to hear!
Like finding gold, makes you wonder why they have these features hidden away like that. Great video.
If anyone is wondering, Sai works fine, just tested it.
Thank you, and thanks on behalf of Sai users also 😁
Clip studio isn't inversed, it's premultiplied. There's probably a setting that will turn premultiplication off.
I must locate this setting cuz using CSP would be so nice!
I love you ur m'y savoir i needed this tutorial so badly
Hahah thanks 😁 happy to help!
This whole setup reminds me of Zapplink inside Zbrush. It does the same thing and you can choose your external painting application of choice:). Example (Photoshop)
For sure! It's pretty much the same idea. Super powerful for quick edits 😁
Could you go more into depth on how screenshotting works for this? Also in Ucupaint, can you merge all layers into a single image file?
The screenshot grabs what is visible in your 3D viewport - it will grab the exact angle and zoom level. You can change the resolution of the screenshot by changing the "Screen Grab Size" values in the Quick Edit options - whatever resolution you set will be what comes into your 2D application. And yes, in Ucupaint you can merge *image* layers with each other. Some other layer types aren't supported as afar as I know. But you can bake out textures with Ucupaint as well.
Hope that helps! 😁
I am happy that there was at least one nyah :D I think a few of them are okay in the first videos I watched you just overused it :) Nice Video huge fan!
Hehe thank you. I agree, t'was overused in the first ones. Better used as emphasis rather than the norm 😁
With the white lines in clipstudio, I don't know if this always fixes it, or always does a good job; but in the image texture node change linear to closest. That usually does it for me.
Oooo I must try this tip asap. Thank you!
how often i uv unwrap then paint in photoshop then re-import the uv.....
Totally awesome!!
Hehe Quick Edit is pretty sweet 😁
Nice 👍🏼 thanks for this bud!
My pleasure 😁
Dude I am so subscribe, someone told me about this but I was so confused on what they meant and now I understand! Thank you for making this video, I so got to try it. Also Im happy to see it supports krita, curious if it can support paint tool sai 2? O.O
Also really interesting character for your channel, are they a dice or hexagon? And are you using a Vtuber for it. This is really interesting and I never seen someone did an object character before for it, so I find it really cool nonetheless. :3 They remind me of a honeycomb with an eye. Sorry if I asked a lot of questions here, I love your character. ♥
Anyway keep up the good work, I look forward to seeing more from you and watch you grow. ^ ^ P.s love the channel's name. It's really cool name!
Hi! Thank you for all your kind words 😁 My avatar is meant to be a gemstone, and I use a PNGTuber app called Veadotube Mini. Someone left a comment saying they had tested Sai and that it worked, but I haven't tested that myself. It should work though!
That's so cool! Gemstones are neat. :3@@moltenbolt And you're welcome. Ooh thank you I'll check out the program and that's great to hear, I use paint tool sai 2 a lot so this is good news for me. ^ ^ Thanks for the reply btw and the heart. I wasn't expecting that. But yeah keep up the good work. :3
Can I do it with GIMP?
You betcha. Works with any program that supports layers, raster images and transparency!
Beautiful just beautiful
Ain't it though!
That’s great! Do you know if it works the same in the UV layout, with the mesh ready to receive an entire texture map?
If I understand the question correctly, I don't think it does since Quick Edit is using texture projection to make the changes to the texture. I could be wrong though, might be a gap in my knowledge of the tool. I do think there are some addons that allow you to quickly switch between digital painting software and the UV layout, though. If I can find the name of them I'll follow up here!
Not very good with Blender, but definitely archiving this video for later if I ever get around to familiarizing myself with it more. This is awesome!
I dont think you mentioned GIMP in your program list that Quick Edit works with, do you know if they pair well? I'm most familiar with GIMP, so I would probably prefer it if I were to give this a try.
Sweet, thanks for watching! GIMP should work just fine, in fact any raster imaging software that supports transparency should work😁
@@moltenbolt Oh, great to know, thanks!
this is god feature ,thanks for showing off
Happy to help! 😁
Seems useful but do i have to create a new screenshot for each angle??
Alas, yes. You need to rotate to the angle you want to paint then create a new screen grab. That's the limitation of painting using texture projection.
If the alpha is truly inverse iirc blender has an option for inverting an images alpha channel on image import, not sure itd help but there might be other hidden ways similar
Ohh I gotta check that out! I believe I misspoke in the video though - Clip Studio Paint's alpha channel is premultiplied, which causes the problem. Someone mentioned that using PNG-8 as a format when saving the painted file in CSP could fix that, so that might work also 😁
Yeah I didn't really see it as inverse but I'm not an expert so didn't have enough knowledge to say anything. I saw the pre-multiplied comment after too. It's definitely worth looking into what it is and a solution though; I don't personally, but a lot of my friends enjoy clipstudio. I'll definitely keep some of these work arounds in mind if my friends run into them, but this method looks so much more comfortable than what blender gives you. Decaling stuff was... not fun and doing the shrinkwrapped plane method felt... bad... and bouncing between procreate for there half-baked 3d painting was... too much back and forth, and working on uvs directly was... unfun. So glad I watched either way. @@moltenbolt
Does this work with gimp
It should. It should work with any raster image editing software that supports transparency 😁
Can you make a tutorial on how to use this tools with low poly mesh with 256x256 texture resolution. I’m makings ps1 style retro models and struggling with seams(
Seams will be hard at that resolution. You're essentially wanting to paint with pixels, nice and blocky, right? (Im recalling like, Metal Gear style for PS1)
Hmm. Lemme have a think about how to do that!
1:03 when I open the tools tab at the right, it's not nearly as populated as in the video. Just has Options, Transform, Workspace. Is Ucupaint necessary?
My N-panel (the right side tool panel) is populated with some other add-ons. Yours is the default list. As for Ucupaint, it's not necessary in order to texture paint at all, you can do it just fine with vanilla Blender. But Ucupaint enables layers and adjustments, which aren't easily accessible outside of the shader graph in vanilla Blender. So Ucupaint makes it significantly easier and more powerful.
I can't believe I was not subbed to you yet😮
Well I very much appreciate you subbing! Thank you 😁
I'm conflicted. I'm both very happy and very sad that the Nyas are gone.
They'll still be around. You never know when one might pop up 👀
@@moltenbolt just don't wear em out again 😂
That's the plan hehe@@mkit18
Wild. Never knew this existed.
It's p dang handy
OMG you are a god send.
Happy to help!
Hey, i was wondering if that technique also worked on animated character and objects. Thanks in advance
It should, since you are painting onto the texture. As long as its UV mapped it should work for anything
@@moltenbolt okay thanks
Can it be used with Aseprite?
I'm honestly not entirely sure, given that Aseprite is for pixel art in particular. However, I know that it will work if the program supports raster images, layers and transparency, so it's worth a shot if Aseprite can do that. I still need to get and learn Aseprite, but once I do I'll check it out! 😁
Would this also work with Affinity Photo and/or Designer?
I believe so - any graphics program that employs layers and has transparency should be a viable option. People keep mentioning Affinity, I should really give it a shot!
Here in Brazil Ucupaint it's a strange name hahahaha. But this tool it's fantastic!
It is an amazing tool for sure 😁 Hi from Canada!
Excellent 👌, Deuces
Thank you 😁 I've added you to the Members list 😎
This workflow would probably work really well with vector based apps like Illustrator or something like Affinity Designer (which can do raster as well). Hopefully they don't suffer from the same issues as CSP. As much as I enjoy using Affinity, CSP is just superior for blending/painting.
I completely agree. I haven't tried out any Affinity apps yet, but people keep telling me they are pretty decent!
@@moltenbolt It's really good, if you need to texture something with very clean lines, smooth gradients and some grunge or a touch of hand painting I would recommend Affinity. Photoshop has vector masking which is very useful but the workflow isn't great and Illustrator doesn't really have any raster options (I don't think).
I've always wanted Affinity to have some 3d tools like photoshop to paint models but this method with blender seems like a good alternative.
I'll def look into it. Thanks!@@DarkerCry
Ive used it some, but wish it was as good as zbrush old Zaplink.. It's a bit hard to work effectively without a proper base texture in quick edit
Hahah true. There's still a LOT in Blender that I wish was as good as Zbrush tbh 😁
Hey so what if you wanna make some changes? Like you go into quick edit, overwright and then reopen quick edit to tweak to image but you see that the old laayer is under the new layer?
Usually I just create a new layer for each adjustment I want to make. That way I can tweak or delete anything I don't like, or I can blend two layers together 😁
@moltenbolt thank you so much. Hands down one of the most useful tutorials out there. Subscribed
@@marioicool Thank you kindly! 😁
You should cover a addon called texture baking assistant. Its free and very unpopular.
Noted, I'll look it up 😁 Thanks for the recommendation!
By the way just note the one i THINK on the blender market was 1 dollar and the one on gumroad is free. Dont know why it just is
Hear hear! 👏👏👏
Ah, yet another great vid Nyah, thank you for yet another helpful video.
🐺Deuces!
My pleasure, and I have added you to the Deuces Club members list 😎
@@moltenbolt
Thank you, I'll be sure to Hold it up with great Honer. ^w^
nice vid !
Thanks Styloo ♥
So that's practically a modern day equivalent of ILM's old Viewpaint software from the 90s isn't it?
I'm not too sure. I thought Viewpaint was similar to regular texture painting in Blender or Substance/3DCoat because they could rotate the model and then paint - but I could be misremembering. With quick edit you can only paint on one angle at a time.
@@moltenbolt you were able to rotate this around but to actually do the painting you had to freeze the view, and when you unfreeze you're no longer able to paint till you freeze it again
Correct, you are basically painting on a screenshot that then gets projected back onto your model in Blender@@iLikeTheUDK
THANK YOUUUUUUUUU
My pleasure! 😁
great vid
Thank you kindly!
Very nice
Thanks, hope it helped! 😁
Whats the difference between this and that free Auto Reload addon?
From what I can see, Auto Reload has a nice image browsing functionality, which is pretty cool. Aside from that, the ability to open and edit images in external software appears to be the same - though Auto Reload looks like it might have some deeper utility than just that. I'll take a closer look - thanks for the tip!
@@moltenbolt Thank you and please make a tutorial because youre one of the best ive seen for texture painting hands down
Wow, thanks! I'll definitely look into it!
I have known of this feature since it was introduced. I thought it was widely used.
Based on the feedback I've been getting, it seems to be more miss than hit on whether or not people know of it. It's a great feature!
I saw somewhere that you could sort of mirror the texture everywhere if you project it from one side, so there are no untextured spots. Do you know anything about this?
I didn't know that was possible. Interesting though. Maybe some sort of radial projection?
@@moltenbolt Found it out, you need to go to the tool tab, options panel, turn off occlude and backface culling, idk why I took so long to figure it out occlude and backface culling does it so that the textures cant be projected through the mesh on the other side
@@Animal3DStudios Ah, awesome! Thank you! 😁
This is fantastic. I just wish Blender's texture painting tools were more fleshed out. Regardless of the workflow, clunky is the word.
On the plus side, Blender has announced that they are updating their texturing tools later this year, so I'm excited about that!
@@moltenbolt Woooo! Can't wait!
Thx!
You're welcome 😁
Ok, but how to get Blender output to Krita only image with the colour, without lights and shadows?
I'm not sure how to have Blender export only the Diffuse (colour only) channel while using Quick Edit - I've never needed to do so since you paint on a new layer in the digital painting software. I'm sure it's possible using either an Emission node or by fiddling with the Principled BSDF in the Shader Editor, but I'm not sure how exactly. I'll ask around and if I find a solution, I'll reply to you here 😁
Thank you for the quick reply! Shadow problem that can occur with more complicated 3d models where some obstrucion might take place.
I just experimented with it. You can link texture to emit shader, or directly to output node. But I got the best outcome when I set color space to filmic sRGB, instead of regular sRGB.
Amazing, thanks for sharing your solution! Sorry I couldn't be more help 😂@@kverkagambo
So let's say I have a texture image I want to use as a paint layer instead of a solid color. How would I do that?
Go to the add a new layer button, select open image as layer, and select the texture image from its location on your pc. Should be as simple as that 😁
@moltenbolt Wow! Thanks! It seems to cover the whole object but if you apply a mask, you can choose where it appears. I don't see an easy way to resize or shift the image in Blender unfortunately. Everything else is 'Nyah'!
There should be a "Source" option somewhere that allows you to transform the image but I dont remember exactly where right now - will check when am back at pc @@whitemale1725
So when I do quick edit it projects through the mesh and not just on the side Im editing, my UVs are not on top of each other is this normal behavior? I tested it with default cube and it works drawing on just the one side but on other objects it doesnt work.
Weird. The only thing I can think of is to make sure that you have occlusion and backface culling checked in the tool options panel. I dont know why it would project all the way through if those were checked 🤔
@@moltenbolt that fixed it thanks I guess they were turned of on a tool i had selected
But... What about the UVs? Or texture paint == vertex paint?
I'm not sure I understand your question 100% but I'll do my best:
The changes you make using Quick Edit are added to the painted information on your UV's via projection, but the end result is exactly the same as painting in Blender - all painted information ends up on a layer that Blender wraps around your model using UV's. You need UV's to be able to texture paint. Vertex paint is different because you are only changing the color attribute of a vertex - the resolution of vertex paint depends on how many vertices your object has (texture painting on UV's doesn't) and does not rely on an image or UV's at all.
Hope that helps!
@@moltenbolt thanks but... then why you're not utilizing the whole UV space in your example? Is there a reason why the front facing part of the shield is taking
The latter. It didn't seem necessary for the purposes of the video to optimize my UV's. I also have no export plans for this object since it's only for handpainting practice. Good observation though!@@dauletbekishev