Afrikaans
Akan
Albanian
Amharic
Arabic
Armenian
Azerbaijani
Basque
Belarusian
Bemba
Bengali
Bihari
Bosnian
Breton
Bulgarian
Cambodian
Catalan
Cebuano
Cherokee
Chichewa
Chinese (Traditional)
Corsican
Croatian
Czech
Danish
Dutch
English
Esperanto
Estonian
Ewe
Faroese
Filipino
Finnish
French
Frisian
Ga
Galician
Georgian
German
Greek
Guarani
Gujarati
Haitian Creole
Hausa
Hawaiian
Hebrew
Hindi
Hmong
Hungarian
Icelandic
Igbo
Indonesian
Interlingua
Irish
Italian
Japanese
Javanese
Kannada
Kazakh
Kinyarwanda
Kirundi
Kongo
Korean
Krio (Sierra Leone)
Kurdish
Kurdish (Soranî)
Kyrgyz
Laothian
Latin
Latvian
Lingala
Lithuanian
Lozi
Luganda
Luo
Luxembourgish
Macedonian
Malagasy
Malay
Malayalam
Maltese
Maori
Marathi
Mauritian Creole
Moldavian
Mongolian
Myanmar (Burmese)
Montenegrin
Nepali
Nigerian Pidgin
Northern Sotho
Norwegian
Norwegian (Nynorsk)
Occitan
Oriya
Oromo
Pashto
Persian
Polish
Portuguese (Brazil)
Portuguese (Portugal)
Punjabi
Quechua
Romanian
Romansh
Runyakitara
Russian
Samoan
Scots Gaelic
Serbian
Serbo-Croatian
Sesotho
Setswana
Seychellois Creole
Shona
Sindhi
Sinhalese
Slovak
Slovenian
Somali
Spanish
Spanish (Latin American)
Sundanese
Swahili
Swedish
Tajik
Tamil
Tatar
Telugu
Thai
Tigrinya
Tonga
Tshiluba
Tumbuka
Turkish
Turkmen
Twi
Uighur
Ukrainian
Urdu
Uzbek
Vietnamese
Welsh
Wolof
Xhosa
Yiddish
Yoruba
Zulu
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.