WEBVTT 1 00:00:00.933 --> 00:00:03.333 Before we dive into creating the wolf texture, 2 00:00:03.333 --> 00:00:06.000 let's take a look at the process of hand-painting 3 00:00:06.000 --> 00:00:09.066 and projecting textures in Blender, 4 00:00:09.100 --> 00:00:12.666 along with some basic operations about that. 5 00:00:12.666 --> 00:00:17.266 First, let's cover the basic operations about the texture painting: 6 00:00:17.266 --> 00:00:19.500 Enter Texture Paint mode. 7 00:00:19.833 --> 00:00:21.833 If the monkey head appears magenta, 8 00:00:21.833 --> 00:00:25.000 it's because the model doesn't have an image to paint on. 9 00:00:25.000 --> 00:00:28.300 In Texture Slots at the top right corner of the window, 10 00:00:28.400 --> 00:00:31.100 create a new BaseColor image. 11 00:00:32.033 --> 00:00:35.200 Name it according to the part of the body you want to paint; 12 00:00:35.200 --> 00:00:36.233 name it as "head". 13 00:00:36.233 --> 00:00:38.600 Set the size to 4096. 14 00:00:39.700 --> 00:00:43.200 And color is the default color of this image. 15 00:00:43.200 --> 00:00:45.766 Typically, we start painting with the character's main color 16 00:00:45.766 --> 00:00:47.166 as the default color, 17 00:00:47.200 --> 00:00:49.933 and then add other colors and details on top of that, 18 00:00:49.933 --> 00:00:53.000 which helps keep the painting process organized. 19 00:00:53.300 --> 00:00:55.800 For example, if our model is a monkey, 20 00:00:55.800 --> 00:00:57.733 which typically has a yellow-brown color, 21 00:00:58.100 --> 00:01:01.933 we would select a color close to the original hue of the character. 22 00:01:02.366 --> 00:01:04.966 In this way, we create a solid color image 23 00:01:04.966 --> 00:01:07.533 and add it to the model automatically . 24 00:01:07.533 --> 00:01:10.466 Here are the colors of the foreground and background of the brush, 25 00:01:10.466 --> 00:01:13.500 the default color is the foreground color. 26 00:01:13.500 --> 00:01:17.100 Holding "Ctrl" while painting allows for using the background color, 27 00:01:17.100 --> 00:01:18.866 and press "X" to toggle 28 00:01:18.866 --> 00:01:21.766 between the foreground and background colors. 29 00:01:21.766 --> 00:01:25.500 This shortcut is very handy for toggle the color frequently 30 00:01:25.500 --> 00:01:28.833 between the foreground and background colors during painting. 31 00:01:32.066 --> 00:01:34.600 Turn on the X-mirror function for symmetrical painting, 32 00:01:34.600 --> 00:01:37.666 which boosts efficiency during painting. 33 00:01:40.466 --> 00:01:43.100 Additionally, you can manually set the foreground 34 00:01:43.100 --> 00:01:45.600 and background colors as needed. 35 00:01:52.766 --> 00:01:55.933 Radius controls the brush size, the shortcut is "F", 36 00:02:00.300 --> 00:02:03.333 while Strength determines the intensity of the brush strokes, 37 00:02:03.333 --> 00:02:05.500 and the shortcut is "Shift" + "F" 38 00:02:10.000 --> 00:02:12.233 A lower strength results in weaker effects, 39 00:02:12.566 --> 00:02:15.833 for instance, with the current strength set to 0.2, 40 00:02:15.833 --> 00:02:18.033 you'll need to repeatedly paint several times 41 00:02:18.066 --> 00:02:20.300 to achieve a more solid color. 42 00:02:22.733 --> 00:02:24.066 Open the Image Editor, 43 00:02:30.766 --> 00:02:32.766 load the image created just now 44 00:02:32.766 --> 00:02:35.466 and observe the painting progress in real time. 45 00:02:46.433 --> 00:02:48.766 If functionalities are not fully displayed, 46 00:02:48.766 --> 00:02:52.133 you can press and hold the middle mouse button and drag. 47 00:02:52.166 --> 00:02:55.233 Over here, there are other features as well. 48 00:02:55.233 --> 00:02:58.133 You can temporarily hide the UV display to better observe 49 00:02:58.166 --> 00:03:00.333 the effects of our painting. 50 00:03:00.333 --> 00:03:04.066 During painting, we'll use more than just two kinds of colors. 51 00:03:04.066 --> 00:03:09.400 We need a variety of colors to paint color blocks and add texture details. 52 00:03:09.400 --> 00:03:11.566 As for the color management in Blender, 53 00:03:11.566 --> 00:03:15.633 it can store multiple colors in the color palette, which is very handy. 54 00:03:15.666 --> 00:03:17.866 Press "N" to display the sidebar, 55 00:03:21.500 --> 00:03:25.166 where you can find the Color Palette panel by scrolling down. 56 00:03:27.366 --> 00:03:28.800 Create a new color palette, 57 00:03:32.033 --> 00:03:33.566 and when you press the add button, 58 00:03:33.566 --> 00:03:36.800 it will save our foreground color as a color preset. 59 00:03:36.800 --> 00:03:41.566 This way, we can preset all the colors we need for painting the character. 60 00:03:41.566 --> 00:03:45.633 For example, for this monkey, its base color is yellow. 61 00:03:45.633 --> 00:03:48.233 After creating the palette, you can pick the color 62 00:03:48.266 --> 00:03:51.200 from the mouse cursor by pressing "S". 63 00:03:51.866 --> 00:03:55.400 Then add the color, add the blue here as well. 64 00:03:56.200 --> 00:03:59.033 For the monkey, we'd need yellow-brown for the eyebrows, 65 00:04:03.466 --> 00:04:04.900 dark blue for the eyes, 66 00:04:09.600 --> 00:04:12.433 and red for the cheeks and lips. 67 00:04:12.866 --> 00:04:14.966 These are the colors we commonly use, 68 00:04:14.966 --> 00:04:18.000 so we can freely switch among them while painting. 69 00:04:19.266 --> 00:04:23.100 Unused colors can be removed using the minus button. 70 00:04:23.100 --> 00:04:25.433 You can also change the order of colors, 71 00:04:25.433 --> 00:04:27.333 placing the frequently used ones at the front 72 00:04:27.366 --> 00:04:29.966 and the less used ones at the back. 73 00:04:30.533 --> 00:04:33.533 Then, you can freely paint as needed. 74 00:04:47.433 --> 00:04:52.000 you can press "S" to sample colors directly from the canvas. 75 00:04:52.000 --> 00:04:54.866 Simply pick up colors from the canvas and use them, 76 00:05:07.800 --> 00:05:10.633 and that's how we create a simple texture map. 77 00:05:11.766 --> 00:05:13.833 After completing the texture painting, 78 00:05:13.833 --> 00:05:17.066 use the Save As function in the Image Editor to save the image, 79 00:05:21.600 --> 00:05:23.633 and remember to set compression to 0, 80 00:05:23.633 --> 00:05:27.000 to save an uncompressed, high-quality image. 81 00:05:30.133 --> 00:05:33.733 Next, let's delve into the projection in Blender 82 00:05:33.733 --> 00:05:36.966 We'll create another BaseColor image, name it "02", 83 00:05:39.100 --> 00:05:42.600 and set its size to 4096. 84 00:05:43.933 --> 00:05:46.766 We'll focus on the Alpha value in the color settings, 85 00:05:46.766 --> 00:05:49.500 representing the image's opacity. 86 00:05:49.500 --> 00:05:51.766 When Alpha is 1, the image is opaque, 87 00:05:51.800 --> 00:05:54.900 while at 0, it's fully transparent. 88 00:05:56.433 --> 00:05:59.566 Here we have a transparent grid-like appearance. 89 00:05:59.566 --> 00:06:01.100 In subsequent process, 90 00:06:01.100 --> 00:06:05.266 in order to conveniently load the image into 2d software as layers, 91 00:06:05.266 --> 00:06:08.266 we only need to retain the areas which have been projected, 92 00:06:08.266 --> 00:06:10.733 with the rest being transparent. 93 00:06:10.733 --> 00:06:14.766 Therefore, what we need here is an image with no color values at all, 94 00:06:14.766 --> 00:06:16.966 completely transparent. 95 00:06:16.966 --> 00:06:20.000 This way, when we project the material onto this image, 96 00:06:20.000 --> 00:06:23.266 only the parts projected will remain on the image. 97 00:06:23.266 --> 00:06:27.600 After clicking "OK", an image with an Alpha value of 0 is created, 98 00:06:27.600 --> 00:06:30.733 making the model transparent in the 3D view. 99 00:06:30.733 --> 00:06:33.166 We can create many images in Texture Slots 100 00:06:33.166 --> 00:06:36.000 and freely switch among them for drawing. 101 00:06:37.900 --> 00:06:40.800 In order to monitor the model during painting process, 102 00:06:40.800 --> 00:06:43.300 we are going to turn on the wireframe 103 00:06:43.300 --> 00:06:47.166 The opacity of the wireframe can be turned slightly lower. 104 00:06:51.000 --> 00:06:54.366 Projection requires the Stencil function here. 105 00:06:55.633 --> 00:06:57.800 Create a texture, find this setting, 106 00:06:57.800 --> 00:07:00.933 and load the material that will be projected. 107 00:07:00.933 --> 00:07:05.066 Here, we've prepared a wolf material, double-click to load it. 108 00:07:05.066 --> 00:07:09.400 The default aspect ratio of the material loaded is incorrect. 109 00:07:09.400 --> 00:07:12.133 Find the "Image Aspect" button in the texture settings 110 00:07:12.133 --> 00:07:15.966 and click to reset the aspect ratio of the material. 111 00:07:15.966 --> 00:07:19.566 This will correct the aspect ratio of the material. 112 00:07:19.566 --> 00:07:23.400 Next, let's talk about the operations in the viewport. 113 00:07:23.400 --> 00:07:27.633 Right-click and drag the material to freely move its position. 114 00:07:27.633 --> 00:07:31.866 "Shift" + right mouse button scales the material by dragging. 115 00:07:31.866 --> 00:07:36.233 "Ctrl" + right mouse button rotate the material by dragging. 116 00:07:36.233 --> 00:07:40.200 When projecting, we make the view angle match the material. 117 00:07:40.200 --> 00:07:42.600 The perspective in the footage is the front view, 118 00:07:42.600 --> 00:07:45.433 so the perspective of the model should match it. 119 00:07:45.433 --> 00:07:47.566 If it's side view or perspective view, 120 00:07:47.566 --> 00:07:51.133 change the model to side view or perspective view too. 121 00:07:51.133 --> 00:07:54.166 We match the model as closely as possible to the material 122 00:07:54.166 --> 00:07:55.733 by adjusting the view of the model 123 00:07:55.733 --> 00:07:58.866 and modifying the transformation of the material. 124 00:08:04.700 --> 00:08:07.500 The opacity of the wireframe is a bit low now, 125 00:08:07.500 --> 00:08:11.066 making it difficult to see the facial features of the model. 126 00:08:11.066 --> 00:08:15.100 Let's increase the transparency of the wireframe a bit more. 127 00:08:22.900 --> 00:08:25.766 With the eyes aligned properly in size and position, 128 00:08:25.766 --> 00:08:29.033 here we need to change the foreground color to white. 129 00:08:36.933 --> 00:08:39.866 Hold the left mouse button to draw and project the content 130 00:08:39.866 --> 00:08:42.300 from the material onto the model. 131 00:08:42.300 --> 00:08:45.933 Once projected, the effect will appear on the model. 132 00:08:45.933 --> 00:08:48.166 If the foreground color is not pure white, 133 00:08:48.166 --> 00:08:51.566 projecting will result in an incorrect overlay of the foreground color 134 00:08:51.566 --> 00:08:54.066 and the material onto the model. 135 00:08:54.066 --> 00:08:56.666 such an effect being projected is incorrect, 136 00:08:56.666 --> 00:08:59.300 so let's press "Ctrl" + "Z" to undo 137 00:08:59.300 --> 00:09:01.966 and change the foreground color to white. 138 00:09:04.266 --> 00:09:07.100 Now we have enabled Mirror function of X-axis, 139 00:09:07.100 --> 00:09:09.766 but since the material covers the entire face, 140 00:09:09.766 --> 00:09:13.566 attempting to project the entire face results in errors. 141 00:09:13.566 --> 00:09:17.100 When projecting on one side, the effect is mirrored to the other side, 142 00:09:17.100 --> 00:09:19.000 causing problems during projection, 143 00:09:19.000 --> 00:09:22.233 especially noticeable at symmetrical positions. 144 00:09:22.233 --> 00:09:25.333 To address this, we need to disable X-axis mirroring 145 00:09:25.333 --> 00:09:28.366 and project the entire face as it is. 146 00:09:41.566 --> 00:09:45.333 After projecting, the content appears on the model. 147 00:09:45.333 --> 00:09:49.900 Move the cursor out of the 3D view to see the current projection effect. 148 00:09:49.900 --> 00:09:54.166 Typically, we change the display mode of the view to Flat when projecting. 149 00:09:54.166 --> 00:09:57.833 Removing shadows makes the projected effect clearer. 150 00:09:57.833 --> 00:10:01.500 When projecting on both sides, such as for the body or ears, 151 00:10:01.500 --> 00:10:04.066 we enable X-axis mirroring. 152 00:10:09.900 --> 00:10:14.166 One side is projected normally, while the other side is mirrored. 153 00:10:14.166 --> 00:10:17.666 Now we have completed a simple projection effect. 154 00:10:17.666 --> 00:10:20.500 Next, let's save the image. 155 00:10:20.500 --> 00:10:25.300 Similarly, open the Image Editor to see the projection effect we just made. 156 00:10:25.300 --> 00:10:28.300 Materials only exist in areas where we projected, 157 00:10:28.300 --> 00:10:31.833 while other areas are transparent with no content. 158 00:10:31.833 --> 00:10:34.266 This is the desired effect. 159 00:10:34.266 --> 00:10:37.166 Use the Save As function to save the projected image, 160 00:10:38.433 --> 00:10:42.433 ensuring compression is set to 0 for the highest quality. 161 00:10:43.200 --> 00:10:45.333 Additionally, when selecting colors, 162 00:10:45.333 --> 00:10:48.733 we need to be careful because our image has alpha. 163 00:10:48.733 --> 00:10:52.133 It's necessary to choose the RGBA format. 164 00:10:52.133 --> 00:10:56.700 RGB format only includes red, green, and blue channels. 165 00:10:56.700 --> 00:10:58.866 If the image contains transparency, 166 00:10:58.866 --> 00:11:04.000 exporting in RGB format will automatically fill transparent areas with black. 167 00:11:04.000 --> 00:11:05.800 For images with transparency, 168 00:11:05.800 --> 00:11:09.400 we must export in the RGBA format to preserve the Alpha channel, 169 00:11:09.400 --> 00:11:12.666 ensuring only the desired content is saved. 170 00:11:17.700 --> 00:11:20.800 Alright, that's it for the basics and process of drawing 171 00:11:20.800 --> 00:11:22.966 and projecting in Blender. 172 00:11:22.966 --> 00:11:24.900 See you next time!