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In this video I go over roughly the texture painting process and map baking in Blender. I also cover spec, gloss, AO, normal, and cavity maps. How to bake them. How to use them and how to fine tune them in an external editor.
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47 responses to “Blender 3d: UV Unwrapping / Texture Painting with Masterxeon1001”
so fast man 🙁
Oh man! Lol, check out the movie, Pumaman. MST3K did an episode for it and it's one of my favorites. It's fecking ridiculous.
Thanks for the video!
Regarding having a object made out of several separate meshes: While it simplifies UV unwrap, doesn't it screw up shadows and AO?
One of the best videos on texturing. Can't believe you got that result in less than 2 hours. Amazing.
If you are just getting started with Blender, DO NOT learn from MasterZeon.These Tutes are for people who have 5 years experience and are on Ritalin to keep up:)
Great video ! I learnt so much ! Thank you!
Oh God, this is waaaaaaay to advance for me. 🙁
why jpg?
taught me what i was looking on the net for weeks gr8 thanks a lot
!!
Xeon, what will it take for u to teach me this stuff ? i wanna fucking master Blender, u replied to me once before with some link, idk if there was something i missed but there was nothing helpful there 😐 i am trying to make a "World of Warcraft" based game not really though with Kingdoms, it's on roblox Fyi, the overlooked game because of how many children roam on it, it's like a lvl 1 dev stage where u start deving if u wanna make games as a job, and i love it and now u can use Blender to import things into a Studio, i wanna be able to make morphs, armors, all sorts of cool stuff but idk the Controls, Brushes, Coloring, Detailing, anything in blender, left click moves some red circle that does like idk wtf it does, please man i'll do anything just help! make tutorial vids or something, i'd appreciate a butt load. ;-;! plis !
When I try to paint texture on my sclupture it goes back to basic cube. If i select object mode it does the same while in sculpt mode it shows how my sculpture looks like… I have no idea what did I mess up?
I don't know why when I export objects from blender they are always missing materials and textures .. I don't know what I gave to do.
I love your work! Do you have any tutorials on how to model a robot character or can you point me in the right direction? There are some complex shapes I can´t wrap my head around. 🙂
Haha great video! im new to blender, and im self teaching/ youtube videos. is there anything you would recommend me learning first? there is quite a lot of terms and things I just don't understand yet. so please keep it to "press this shiny button and it makes things look cool"
"You can see there to be some seam issues there. But as long as it's in the back you'll be fine."
I'm sorry but I could not continue after that. What's the point of texturing something if you're going to be so sloppy?
When unwrapping or texturing is the uv the main reason why it can turn a texture that is placed onto it into a stretched look? I'm looking for a way to fix that but I'm not having much luck figuring out how to fix it yet. It looks okay in blender but when I port to unity my texture gets stretched out horribly. I'm thinking it's either the texture I got or my uv…
Blender – http://imgur.com/VG6dTi0
Unity – http://imgur.com/ndiFmGZ
thank you so much !!!!! you made my day ^_^
Final animation please? I saw it unfold in the viewport but that doesn't cut it. A link maybe? Great vid btw.
3:50
What the fuck…
WHY DO THE MODELS NEED UNWRAPPING?
I don't understand why it's so easy in 3D Max to map things and so complicated in Blender. At least we don't have to pay $$$$, but do this and that and this and that just to applied a simple texture!
fucking unwraping) dumbest part of 3d, in 21 century it has to become automatically after division into groups
Wow I have been using blender for a while. You a complete deity at this
http://i.imgur.com/sbAjDwY.png plz do u know the solution to this problem
Great work but unfortunately this is not a tutorial. There is no way to learn something. Too fast.
AH, im pretty bad at modeling myself so i get my models from other people and they are always nothing but triangles. Its like they are trying to make it hard for my to unwrap it. and they kinda make it a pain to rig too, but i still get that done.
what is this and how to do it i need help EVT_TWEAK_R
lol … "imagine if you were violently slashing something into pieces as if you were going to wear it as a mask" … what an imagination …
thank you very much for this! you rock! I'm wondering if you might have some advice for me: i'm trying to use Zbrush-Blender-Photoshop for illustration/concept art. The end result being 2d I don't care about topology or good UVs, just speed. I can GoZ stuff from Zbrush to Blender… though it rather hurts with high poly counts. I'd like to decimate but then i lose the polypaint. I thought it would be super easy to use automatic unwrapping but since I work with high polycounts and not subdivision levels the automatic unwrapping either crashes or acts really weird (which is sorta understandable as i use dynames and messy geometry just to sketch in the shapes). PLus sometimes dyanmesh generates some very messy small parts like when mesh is too thin, and the automatic unwrapping gets totally messed up giving all importance to those.
Another way that sorta works is sending vertex paint through Goz and using cycles nodes to pick up the vertex paint… but again this way it's harder to take advantage of decimating in Zbrush. My dream is to to quickly throw in very messy geometry (environment scenes, no sublevels) in Zbrush and get a quick render in Cycles for a paintover. Any advice or ideas would be highly appreciated.
not even 5min in you've already shown me 1000% more then every other video on UV mapping that I've come across. like, sub. go have a beer…lol
WOOT yay thanks!
I still cant get to understand what seam marking does exactly
please give me a tip or something helps me imagining it perfectly
NICE JOB on your models
noise in AO? enter panel WORLD activ gather panel (AO or EL or IL ) : "raytrace" is noise AO but "approximate" not noise in AO (bake, render, life render) 😀
I've broke my brain
Thanks mate, leant so much!
Is UV unwrapping in games any different than UV unwrapping in renders? I'm making a game right now and I've noticed that in other games seams are usually not visible.
What version of Blender are you using?
Glad I found this, this was pretty helpful all around, thank you so much for uploading this.
Dear sir, am a student from Sri Lanka, i don't have the financial capacity of following up a 3D animation course in sri lanka. But am a good self learner. will you be able to advice me on learning 3d animation and vfx via internet. it will be a great help.
i cant find bake in my render settings
My blender don't have the vertexcolors bake =(
Great tutorial with some really cool tips! Masterxeon, will you make a short tut. for eyeballs? I know there are a lot of them but you points out some new tips every time!
This has been really helpful. Thanks for sharing! 🙂
in 1:24:18 change in uv/image editor "view" to "paint" mode and then you can sample colors with "s"
great tutorial,as always. Keep up the good work.
Glad to see vertex color baking is useful.
thanks for the tutorial