In the previous recipe, we baked the randomly tiled scales image map on the 5 tiles of the UVMap coordinates layer. This was necessary for the next step to be able to fix seams and modify certain areas of the baked scales images through the Paint Tool.
In order to paint in real time on both the model and on all the images assigned to the 5 different UV tiles, and at the same time, once again we need to first prepare the file. To be more precise, we must assign 5 different materials to the mesh, one for each tile and each one with the appropriate image texture.
Start Blender and re-open the Gidiosaurus_baking_scales_01.blend
file; save the file as Gidiosaurus_baking_scales_02.blend
.
At this point, we are ready to start to paint both directly on the model in the 3D viewport or also in the UV/Image Editor windows (just for all eventualities, I suggest you make a copy of the baked scales images before starting to paint):
Material_U0V0
slot selected as active in the Material window and go to the Texture window; left-click on the empty slot right under the U0V0 one and then click on the New button to add a new image texture.added_scales_U0V0
in the Name slot, then set the Width and Height values to 3072 and the Alpha (A) value to 0.000 (basically add a new blank and background transparent image as shown in step 5 of the How to do it… section of the Preparing the model to use the UDIM UV tiles recipe):Material_U0V0
slot. Then go to the 3D viewport toolbar and change Viewport Shading from Solid to Material.added_scales_U0V0
item that appears under the U0V0.png
once inside the Available Paint Slots window.texture_making
folder:The Blender Paint Tool also has other handy brushes; a particularly useful one is the Smear brush, which smudges the borders or any blotch in the scales.
To access the brushes, just click on the big window in the Brush subpanel under the Tool Shelf and click on the chosen one to select it:
Remember to always save the painted images before closing Blender, otherwise you'll lose them.
Also remember that if you have more than one texture layer to save, it's necessary to load each one of them into an UV/Image Editor window. This is actually very quick and easy, just select each layer in the Available Paint Slots window (in the Slots subpanel under the Slots tab) to make it appear in the image editor window and save it through the Image | Save As Image menu in the editor toolbar.
Once saved the first time, it's possible to re-save all of them in one single click, through the Save All Images items, both in the tab, as well as in the toolbar menu.
Gidiosaurus_painting_scales_fix.blend
.In the textures and blend files provided with this cookbook, you'll find textures fixed only in the head area; I leave the task of finishing the fixing and drawing of new scales on the rest of the body (for example, bigger scales can be added to the upper side of the hand fingers, feet, shoulders, and so on) to you.
The new Blender 2.73 texture paint layering feature works simply by adding a new texture slot to the material, and automatically setting it as required, by the type of texture you selected in the Add Texture Paint Slot; in fact, by going to the Texture window, it is possible to see the added new texture slot and also, if necessary, to change the settings:
Nonetheless, it is a great addition to Blender that can simplify the texture painting workflow a lot.
To bake the added scales as a single image with the background scales images, perform the following steps:
Material_U0V0
to select the vertices assigned to that tile.baked_scales_U0V0
, and save it inside the textures_making
folder.Untitled
image.texture_making
folder as well.Not necessarily everything has to be fixed by painting in Blender; for example, it would be enough to fix the scales on only the half of the head, export the painted image texture, and open it in Gimp (or any other 2D image editing software):
Then, by duplicating the layer and mirroring it, plus a little bit of painting to adjust the seams, it's really simple to obtain the missing half of the new scales texture:
Of course, if you want to fix every side and part by hand-painting on the model in Blender to obtain a more natural looking result, no one is going to stop you!
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