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Hello, Manu here, let's explore the non-photoreal
technique of hand painted textures painting
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textures by hand is a great way of infusing your
3d art with some cool 2d qualities, there are many
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flavors of hand painted textures, some with
line art like in Borderlands and other without
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but the signature look of this style is
painterly and simplified... and totally delicious
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like this sushi by Jasmine, even this stump
by Gavin is delicious, i would totally chew it :)
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there's something special about painting straight
onto 3d meshes it's like the entire 3d scene is
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your canvas now, it's an amazing feeling. so for
this tutorial let's take something simple like
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this low poly mailbox and paint the texture
for it in Blender, so here's our test model you
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can download it from the project files to follow
along and firstly before we can paint it, we need
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to unwrap it, so i'm gonna create a new window by
clicking and dragging, this will be our UV editor
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so simply select all the objects, go to edit
mode, select all the polygons and press U
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and select smart UV project and then
just use the default settings and click OK
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but here i noticed that objects have different
scales, so we need to apply the scale first for
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all the objects, so with all the objects selected
press Ctrl A and select Scale and then do the
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smart uv project again, select all polygons by
pressing, A, press U, smart uv project and keep the
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default settings, now the polygons look more
realistic in terms of size relationship
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then it's good to add some island margin so that
there is room to paint over the edges. and finally
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click on an empty space of the scene to apply the
settings. then let's set up some quick materials
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for the objects. so in the uv editor click new
to create a new image, then click and drag across
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the two resolution fields that's so that we
can change them both to 2048 at the same time
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then we'll name this to mailbox_color, we aren't
using transparency so we can disable the alpha
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checkbox, then we'll give it a base color that
isn't black to fill our canvas. right here we can
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start thinking about what color palette we would
like to use for this one. i'll go with a limited
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color palette with just couple of main colors
to take a total control over the look and vibe...
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even a totalitarian control but for artistic
purposes ;) i'll go with this warm combination of
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reds and oranges with a hint of green to contrast
the main red, okay so i started with the brick red
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selecting it as our base color, then let's take
a look at our prop in the material preview mode
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that way we will be able to see our material
in the viewport once we create created next
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and then select all the objects and then
we'll go to the material tab and click new
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to create a material and name it the mailbox color
then go into the shader editor and make sure you
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have the Node Wrangler add-on enabled, delete the
principled bsdf and add a basic emission shader
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use Shift Ctrl left click to connect it to
the material output then press Ctrl T to add
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the image texture node and additional nodes and
select the mailbox color for the image texture
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thankfully the nodes are hooked up to use our uvs
already, then press Ctrl L to link the materials
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to all the selected objects. now we have our
material and uv is set up so we no longer need
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this window on the left, so let's close it by left
click and tracking from the right windows corner
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one thing to keep in mind is the color management
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you probably want to go to the render settings
and put the color management to standard
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and also disable all the related settings, so
that the painted colors look exactly the same as
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your painting. the look should also be set to none
otherwise if we for example try to use our color
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picker in the viewport we'll likely not get quite
the correct color that we really want, okay, time
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to paint, let's start with the ground, press Ctrl
Tab to go to texture paint mode and right click
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the upper header to enable the show tool settings
and then just select the color and start painting
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you can use the eyedropper tool to sample any
color from the screen and again, that will pick
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the correct colors only if we use the standard
view transform in the color management. i'm using
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basic brown for the ground, except i wanted to
change the brush falloff, the falloff controls
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the hardness of the brush edges so we can tweak
it there if we want to make it a little sharper
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for example, so i created this custom falloff
but it's still a bit rounded for my taste, click
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the little arrow to change the point from bezier
to vector and then you should be ready for painting
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by default if we paint here on the base we'll
only be painting on surfaces we can actually see
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any faces angled away from us don't get any paint
applied, this is something i would like to change
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just at the moment, the setting for this can be
found by middle click and dragging our tools up
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at the top to find the options then within our
options we can disable the occlude and backface
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cooling options so that even the faces pointing
away from us will be affected, now you can paint
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through the whole object. then select another
object and go to texture paint mode. we are laying
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out the base colors for each object at the moment.
especially in here you can see how the paint goes
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through the whole object which is very handy and
going back to the color choices i'm using the
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colors from the simplified color palette that we
have chosen, not really going beyond that to keep
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the simplicity. in here i'm joining all the grass
objects together with Ctrl J to make it a single
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object meaning that we can now paint all the grass
blades at once without having to jump between the
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objects, you can also save a different blend and
join all the objects together to paint and just
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use the same texture map for the blends and then
come back to the original blend. okay next i added
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the white accent for the letter, but actually it
would be useful to enable the wireframe to get
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a better sense of where the corners are, it can
be turned on in the viewport overlay settings.
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whoops! it seems that i left the mirror modifier
on for the bolt, which means i need to only paint
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one side and the other will get the same color.
not a big deal but something to keep in mind.
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here i am fiddling with the opacity of the wire
frame color, i want it to be just a little bit
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visible, but not that it distracts, we can use
various things to help us painting in this
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flat style, like baking the ambient occlusion or
shadows, displaying wireframes over mesh is one of
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these little helpers, all right! that's it for the
first part, remember to save the texture and save
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the file every now and then, otherwise the next
time we'll open the file the texture will be gone
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i am Manu, thanks for watching, in the next video
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we'll keep painting our
non-photoreal mailbox, see you there!
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