Why is this method so absolutely cracked AND UNDERRATED!? You could essentially paint the default cube to be the most intricate box or chest item in a game or animation, that you can fling around and do whatever cause its just a _6 sided object with _*_*8 vertices!!_****
This is how most of old games were made XD It has some downsides too and any other hand-painted object. But people have been using this for decades already
Wowwww you explained it so brilliantly!!!! I hope i can use this technique in my short film even though my style isn't as realistic as yours!! I definitely wanna try trying this!!!! 🎉🎉🎉🎉🎉
This is one of the absolute best channels I’ve found. Your videos on making 2D backgrounds look 3D in Blender have been incredibly helpful-easy to follow and packed with valuable insights. Thank you!👍Deserve more followers!
Yes, of course. You can break the scene into View layers and then combine them on compositing. It’s actually what you would need to do when working with grease pencil and transparent objects
awesome tutorial 👌 I think we can make a plugin that cut these steps in half, to just send to Krita, paint and save, and voila done, something to take care of geonodes, baking and projecting...etc
Thanks a lot! The process is quite simple already. Its literally 1 click to sent it to external editor and back. I dont really see what you could remove from it. All the steps have some reason and value. Maybe im wrong
Yeah, I think so. You still need to subdivide the model dense enough to have that topology for sculpting. Also, I’m not sure is there is an option to lock UVs when sculpting. When you move vertices manually you have the option to protect UV( or something like that) so the texture stay approximately in the same place . Idk if there is an option for that in sculpt mode Sometimes you could even use an edge with alpha texture to make the rough silhouette. It would work in flat objects and edges. Eg cloth edge, trees, bushes etc.
For me its quite the opposite. Blender doesnt have any comparable 2d editing tools like lasso, color correction or even the brushes im used to. Besides, it has quite significant lag when you're trying to paint on the 4k texture for example. Drawing in 2d is just faster on the cpu level.
@@NicCrimson GP is kind of vector tool, not really 2D in a classical sense. For me its always harder to use GP than 2d software. There is something about the response time, that makes it feel less comfortable.
@@maxrinehart4177 Idk, for me the current workflow is quite optimal. I dont think that blender can compete with years of 2d software development and offer something, and I dont see any real benefits of that. It takes couple clicks to get your model into external editor. I would love to see some one click re-baking plugin that bake all the textures into a new set of uvs. maybe there is one already, haven't looked into that topic.
Thanks for the tutorial! I'm new to blender and I have a problem, after projecting the texture back onto the model, the texture is not projected onto the entire model, it seems there is some plane limiting the depth onto which the texture is projected. Maybe it has something to do with the camera settings? And the second problem, the lighting color, shadows and reflections from the environment are mixed into the screenshot, is it possible to somehow turn all this off when exporting? Because of this, in the editor you draw with non-original colors from the texture when using the color picker. I think that it is possible to somehow change the lighting method to unlit before pressing Quick Edit.
Thanks for watching and for the questions. When you're in the Texture paint mode , go into Tool Settings (wrench and screwdriver icon) on the right and inside the Falloff section, turn off the Normal fallof 💪 Regarding the second issue, before saving the file in external editor, dont forget to switch off the background layer that came from Blender, so it isn't projected onto the model. if you paint in a new layer and remove or hide the backround, it should project normally. To make model appear unlit when it exports to external editor, you can switch to Viewport shading and in the dropdown settings menu on the right from the shading modes you select Flat.
Hey. Thanks for the comment! Could you elaborate on that? I’m not sure if I could add any value to that topic. There are plenty tutorials about basic krita stuff.
@@shmirek it’s time to start learning 2d. It will benefit all your art skills. For example, learning 3d was way easier for me because I knew fundamentals of 2d and had developed eye and taste. Without that, 3d journey would’ve been longer and more difficult. So you’ll have lots of benefits, trust me
Super underrated channel, as someone who's also coming from a painting background these workflows absolutely speak to me. Thanks for all your work!
Much appreciated!
If I'll every be able to complete my film ,you will be one of the reasons
Haha! Let’s go!
Why is this method so absolutely cracked AND UNDERRATED!?
You could essentially paint the default cube to be the most intricate box or chest item in a game or animation, that you can fling around and do whatever cause its just a _6 sided object with _*_*8 vertices!!_****
This is how most of old games were made XD It has some downsides too and any other hand-painted object. But people have been using this for decades already
@PolyPaint oh! I didn't know!! It seems like a VERY handy and useful method that should definitely see a resurgence!!
As always, GOAT at work
Reminds me Lightning Boy's "Arcane tutorial"
Thanks a lot!
Lighting Boy for sure did a wonderful demonstration but he overcomplicated the procces not gonna lie, still valuable info
@@Unveriefable totaly agree, PolyPaint's brief video explains a lot easier
This is currently my favorite channel. keep it up!
Wow, thanks! Will do my best!
Wowwww you explained it so brilliantly!!!! I hope i can use this technique in my short film even though my style isn't as realistic as yours!! I definitely wanna try trying this!!!! 🎉🎉🎉🎉🎉
Glad it was helpful! Try it. I think this approach fits stylized art even better than realistic
Absolutely amazing
This is an entire workflow in ubder 5 minutes, thank you so much!
Glad you like it!
This is amazing. Such a fun work flow too.
Thanks a lot! It is really fun and what's most important, pretty seamless.
That helps a lot, thanks once again
Thanks for watching!
Thank you for the tutorial. Good method!!!
Thanks brother!
damn! my friend taught me this and its actually cool but at the same time very stressing
This is one of the absolute best channels I’ve found. Your videos on making 2D backgrounds look 3D in Blender have been incredibly helpful-easy to follow and packed with valuable insights. Thank you!👍Deserve more followers!
Wow, thanks! Glad you liked that!
thank you for the tutorial. Is there is any work flow for creating layer-based workflow and compositing in blender itself?
Yes, of course. You can break the scene into View layers and then combine them on compositing. It’s actually what you would need to do when working with grease pencil and transparent objects
Thank you
You're welcome
awesome tutorial 👌
I think we can make a plugin that cut these steps in half, to just send to Krita, paint and save, and voila done, something to take care of geonodes, baking and projecting...etc
Thanks a lot! The process is quite simple already. Its literally 1 click to sent it to external editor and back. I dont really see what you could remove from it. All the steps have some reason and value. Maybe im wrong
@@PolyPaint i was thinking of press a button, send camera view to Krita, paint and save, sort of real time drawing on mesh from 2d app.
Can you instead of editing edges of the sword in edit mode by tweaking vertices, just sculpt them in sculpt mode?
Yeah, I think so. You still need to subdivide the model dense enough to have that topology for sculpting. Also, I’m not sure is there is an option to lock UVs when sculpting. When you move vertices manually you have the option to protect UV( or something like that) so the texture stay approximately in the same place . Idk if there is an option for that in sculpt mode
Sometimes you could even use an edge with alpha texture to make the rough silhouette. It would work in flat objects and edges. Eg cloth edge, trees, bushes etc.
@@PolyPaint Thank you very much for answering.
can the workflow use clip studio paint for painting?
I haven’t tried but I don’t see why it wouldn’t. In the end of the day, blender sends png file, csp should be able to open png
I think just painting directly in Blender would save so much back and fort.
For me its quite the opposite. Blender doesnt have any comparable 2d editing tools like lasso, color correction or even the brushes im used to. Besides, it has quite significant lag when you're trying to paint on the 4k texture for example. Drawing in 2d is just faster on the cpu level.
@@PolyPaint That's true, I wonder how grease pencil would fare.
@@PolyPaint we need a plug-in or internal 2d drawing tools that work within blender but offers 2d capabilities of light version of Krita.
@@NicCrimson GP is kind of vector tool, not really 2D in a classical sense. For me its always harder to use GP than 2d software. There is something about the response time, that makes it feel less comfortable.
@@maxrinehart4177 Idk, for me the current workflow is quite optimal. I dont think that blender can compete with years of 2d software development and offer something, and I dont see any real benefits of that. It takes couple clicks to get your model into external editor.
I would love to see some one click re-baking plugin that bake all the textures into a new set of uvs. maybe there is one already, haven't looked into that topic.
Great. Now I only have to learn to paint in Krita. ;)
You can do it!
Ok, 1k the likes🥰
Thank you! 🔥
Thanks for the tutorial!
I'm new to blender and I have a problem, after projecting the texture back onto the model, the texture is not projected onto the entire model, it seems there is some plane limiting the depth onto which the texture is projected. Maybe it has something to do with the camera settings?
And the second problem, the lighting color, shadows and reflections from the environment are mixed into the screenshot, is it possible to somehow turn all this off when exporting? Because of this, in the editor you draw with non-original colors from the texture when using the color picker. I think that it is possible to somehow change the lighting method to unlit before pressing Quick Edit.
Thanks for watching and for the questions.
When you're in the Texture paint mode , go into Tool Settings (wrench and screwdriver icon) on the right and inside the Falloff section, turn off the Normal fallof 💪
Regarding the second issue, before saving the file in external editor, dont forget to switch off the background layer that came from Blender, so it isn't projected onto the model. if you paint in a new layer and remove or hide the backround, it should project normally.
To make model appear unlit when it exports to external editor, you can switch to Viewport shading and in the dropdown settings menu on the right from the shading modes you select Flat.
@@PolyPaint Normal Falloff is exactly what I needed, it helped, thanks!
Flat mode also helped, thanks again!
bro you have to make krita beginner tutorial pls
Hey. Thanks for the comment! Could you elaborate on that? I’m not sure if I could add any value to that topic. There are plenty tutorials about basic krita stuff.
When I quick edit the texture goes through the model any idea why this is happening, the UVs are not stacked on each other?
Try enabling Occlude checkbox. If it’s disabled it will project through everything
@@PolyPaint That solved it thank you for the help
ANOTHER ONE!
🔥
I'm bad at drawing 😅 i need to learn how to do that
Yeah, I think that’s essential when it comes to doing art, especially 2d animation
@PolyPaint I can do basic stuff but an entire drawing nah it's hard
step 1 learn to draw
lol. Imagine doing hand painted textures or 2d without knowing how to draw XD
Well that’s me 🥲 hahah
@@shmirek it’s time to start learning 2d. It will benefit all your art skills. For example, learning 3d was way easier for me because I knew fundamentals of 2d and had developed eye and taste. Without that, 3d journey would’ve been longer and more difficult.
So you’ll have lots of benefits, trust me