All language subtitles for A_10_hand-painted_texturing

af Afrikaans
ak Akan
sq Albanian
am Amharic
ar Arabic
hy Armenian
az Azerbaijani
eu Basque
be Belarusian
bem Bemba
bn Bengali
bh Bihari
bs Bosnian
br Breton
bg Bulgarian
km Cambodian
ca Catalan
ceb Cebuano
chr Cherokee
ny Chichewa
zh-CN Chinese (Simplified) Download
zh-TW Chinese (Traditional)
co Corsican
hr Croatian
cs Czech
da Danish
nl Dutch
en English
eo Esperanto
et Estonian
ee Ewe
fo Faroese
tl Filipino
fi Finnish
fr French
fy Frisian
gaa Ga
gl Galician
ka Georgian
de German
el Greek
gn Guarani
gu Gujarati
ht Haitian Creole
ha Hausa
haw Hawaiian
iw Hebrew
hi Hindi
hmn Hmong
hu Hungarian
is Icelandic
ig Igbo
id Indonesian
ia Interlingua
ga Irish
it Italian
ja Japanese
jw Javanese
kn Kannada
kk Kazakh
rw Kinyarwanda
rn Kirundi
kg Kongo
ko Korean
kri Krio (Sierra Leone)
ku Kurdish
ckb Kurdish (Soranî)
ky Kyrgyz
lo Laothian
la Latin
lv Latvian
ln Lingala
lt Lithuanian
loz Lozi
lg Luganda
ach Luo
lb Luxembourgish
mk Macedonian
mg Malagasy
ms Malay
ml Malayalam
mt Maltese
mi Maori
mr Marathi
mfe Mauritian Creole
mo Moldavian
mn Mongolian
my Myanmar (Burmese)
sr-ME Montenegrin
ne Nepali
pcm Nigerian Pidgin
nso Northern Sotho
no Norwegian
nn Norwegian (Nynorsk)
oc Occitan
or Oriya
om Oromo
ps Pashto
fa Persian
pl Polish
pt-BR Portuguese (Brazil)
pt Portuguese (Portugal)
pa Punjabi
qu Quechua
ro Romanian
rm Romansh
nyn Runyakitara
ru Russian
sm Samoan
gd Scots Gaelic
sr Serbian
sh Serbo-Croatian
st Sesotho
tn Setswana
crs Seychellois Creole
sn Shona
sd Sindhi
si Sinhalese
sk Slovak
sl Slovenian
so Somali
es Spanish
es-419 Spanish (Latin American)
su Sundanese
sw Swahili
sv Swedish
tg Tajik
ta Tamil
tt Tatar
te Telugu
th Thai
ti Tigrinya
to Tonga
lua Tshiluba
tum Tumbuka
tr Turkish
tk Turkmen
tw Twi
ug Uighur
uk Ukrainian
ur Urdu
uz Uzbek
vi Vietnamese
cy Welsh
wo Wolof
xh Xhosa
yi Yiddish
yo Yoruba
zu Zulu

Original subtitles

Hello, Manu here, let's explore the non-photoreal technique of hand painted textures painting

textures by hand is a great way of infusing your 3d art with some cool 2d qualities, there are many

flavors of hand painted textures, some with line art like in Borderlands and other without

but the signature look of this style is painterly and simplified... and totally delicious

like this sushi by Jasmine, even this stump by Gavin is delicious, i would totally chew it :)

there's something special about painting straight onto 3d meshes it's like the entire 3d scene is

your canvas now, it's an amazing feeling. so for this tutorial let's take something simple like

this low poly mailbox and paint the texture for it in Blender, so here's our test model you

can download it from the project files to follow along and firstly before we can paint it, we need

to unwrap it, so i'm gonna create a new window by clicking and dragging, this will be our UV editor

so simply select all the objects, go to edit mode, select all the polygons and press U

and select smart UV project and then just use the default settings and click OK

but here i noticed that objects have different scales, so we need to apply the scale first for

all the objects, so with all the objects selected press Ctrl A and select Scale and then do the

smart uv project again, select all polygons by pressing, A, press U, smart uv project and keep the

default settings, now the polygons look more realistic in terms of size relationship

then it's good to add some island margin so that there is room to paint over the edges. and finally

click on an empty space of the scene to apply the settings. then let's set up some quick materials

for the objects. so in the uv editor click new to create a new image, then click and drag across

the two resolution fields that's so that we can change them both to 2048 at the same time

then we'll name this to mailbox_color, we aren't using transparency so we can disable the alpha

checkbox, then we'll give it a base color that isn't black to fill our canvas. right here we can

start thinking about what color palette we would like to use for this one. i'll go with a limited

color palette with just couple of main colors to take a total control over the look and vibe...

even a totalitarian control but for artistic purposes ;) i'll go with this warm combination of

reds and oranges with a hint of green to contrast the main red, okay so i started with the brick red

selecting it as our base color, then let's take a look at our prop in the material preview mode

that way we will be able to see our material in the viewport once we create created next

and then select all the objects and then we'll go to the material tab and click new

to create a material and name it the mailbox color then go into the shader editor and make sure you

have the Node Wrangler add-on enabled, delete the principled bsdf and add a basic emission shader

use Shift Ctrl left click to connect it to the material output then press Ctrl T to add

the image texture node and additional nodes and select the mailbox color for the image texture

thankfully the nodes are hooked up to use our uvs already, then press Ctrl L to link the materials

to all the selected objects. now we have our material and uv is set up so we no longer need

this window on the left, so let's close it by left click and tracking from the right windows corner

one thing to keep in mind is the color management

you probably want to go to the render settings and put the color management to standard

and also disable all the related settings, so that the painted colors look exactly the same as

your painting. the look should also be set to none otherwise if we for example try to use our color

picker in the viewport we'll likely not get quite the correct color that we really want, okay, time

to paint, let's start with the ground, press Ctrl Tab to go to texture paint mode and right click

the upper header to enable the show tool settings and then just select the color and start painting

you can use the eyedropper tool to sample any color from the screen and again, that will pick

the correct colors only if we use the standard view transform in the color management. i'm using

basic brown for the ground, except i wanted to change the brush falloff, the falloff controls

the hardness of the brush edges so we can tweak it there if we want to make it a little sharper

for example, so i created this custom falloff but it's still a bit rounded for my taste, click

the little arrow to change the point from bezier to vector and then you should be ready for painting

by default if we paint here on the base we'll only be painting on surfaces we can actually see

any faces angled away from us don't get any paint applied, this is something i would like to change

just at the moment, the setting for this can be found by middle click and dragging our tools up

at the top to find the options then within our options we can disable the occlude and backface

cooling options so that even the faces pointing away from us will be affected, now you can paint

through the whole object. then select another object and go to texture paint mode. we are laying

out the base colors for each object at the moment. especially in here you can see how the paint goes

through the whole object which is very handy and going back to the color choices i'm using the

colors from the simplified color palette that we have chosen, not really going beyond that to keep

the simplicity. in here i'm joining all the grass objects together with Ctrl J to make it a single

object meaning that we can now paint all the grass blades at once without having to jump between the

objects, you can also save a different blend and join all the objects together to paint and just

use the same texture map for the blends and then come back to the original blend. okay next i added

the white accent for the letter, but actually it would be useful to enable the wireframe to get

a better sense of where the corners are, it can be turned on in the viewport overlay settings.

whoops! it seems that i left the mirror modifier on for the bolt, which means i need to only paint

one side and the other will get the same color. not a big deal but something to keep in mind.

here i am fiddling with the opacity of the wire frame color, i want it to be just a little bit

visible, but not that it distracts, we can use various things to help us painting in this

flat style, like baking the ambient occlusion or shadows, displaying wireframes over mesh is one of

these little helpers, all right! that's it for the first part, remember to save the texture and save

the file every now and then, otherwise the next time we'll open the file the texture will be gone

i am Manu, thanks for watching, in the next video

we'll keep painting our non-photoreal mailbox, see you there!

Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.