Fuse Your Procreate and Blender Powers with this Hybrid Workflow!

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  • Опубликовано: 16 июл 2024
  • I've been tinkering around with Blender and Procreate and figured out this nice synergy you can get between the two. Using this process, it'll allow you to go back and forth between the two programs as much as you want! Let me know if you have any questions!
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Комментарии • 18

  • @cleanbeanArt
    @cleanbeanArt 11 дней назад +1

    Thanks for the detailed, step-by-step breakdown. I'm super comfortable with Procreate, but still learning Blender, so getting your commentary (the *why* as well as the *how*) was really great.

    • @Desklord
      @Desklord  10 дней назад

      Thank you so much! I’m glad it was helpful

  • @orikalin
    @orikalin 22 дня назад +2

    This vid really helped me figure out my workflow
    but I prefer exporting just the materials as PNGs from procreate to take back to blender. While working between the two programs, I have the save location for my material images in my iCloud drive, so that when I export them from procreate, back into the iCloud drive, it skips a step and overwrites the old texture file, which just has to be refreshed to show up on my current model in blender
    This lets you cut out the step of having to merge vertices and reenable auto smooth, and also works for situations where you dont want to replace your old model (already rigged/weight painted)

    • @Desklord
      @Desklord  17 дней назад

      That’s a great tip! Thanks for sharing. I find there are always more efficiencies to be found.

  • @SJ98296
    @SJ98296 6 месяцев назад +2

    This workflow breakdown was exactly what I was looking for. Thanks for sharing this!! I recently saw a BTS video by cubstudio where they talked about using procreate to paint their textures and I was blown away. This is by far the best breakdown of how to accomplish that, that I have found.

    • @Desklord
      @Desklord  6 месяцев назад

      Glad it was helpful!

  • @LaserBeamKing7
    @LaserBeamKing7 Год назад +2

    Great video!! Keep up the excellent work 👏🏽

  • @natume1013
    @natume1013 Год назад +1

    Thank you for the video, I learned a lot!

    • @Desklord
      @Desklord  Год назад

      Glad it was helpful!

  • @foncon9642
    @foncon9642 Год назад +1

    This is perfect to plug into my blender procreate nomad sculpt workflow thank you.

  • @stallout_art
    @stallout_art 8 месяцев назад +1

    Thank you so much for this! I got to the part where I was exporting to usd and I was pulling my hair out cause the texture was not showing up in procreate, until I found this video and it was as easy as switching from .usdc to .usdz 😂

    • @Desklord
      @Desklord  8 месяцев назад +1

      You're so welcome!

  • @velvetJackie
    @velvetJackie Месяц назад +1

    I follow the steps but the texture doesnt show in procreate, only white material. Something change in blender 4.0?

    • @Desklord
      @Desklord  Месяц назад

      Hmm, if you look in Blender’s image viewer do you see the textures? If not, you’ll have to find a way to add them and double check your export package. If they DO appear in blender then be sure they are attached in the material node editor for the objects material. Also be sure you are in “Material” or “rendered” view in Blender. If it’s in “shaded” or “wireframe” view the materials will not appear even though they are set up properly.

  • @user-li1yv4kc4f
    @user-li1yv4kc4f 5 месяцев назад +1

    hi! when I export an obj from blender to procreate the uv map size isn't the same I'll explain: when I export the uv map from blender, it has the 1024x1024 texture size but when I open the obj in procreate it makes it 2048x2048, I'm having trouble with this because the engine that I use the 3d models for has a set limit for the uv map size which is 1024x1024, are there any ways I can fix this? also sorry for the bad grammar

    • @Desklord
      @Desklord  5 месяцев назад

      Hmmm… that’s a tough one. I don’t think it’s possible to change the UV settings in Procreate. I’d try bringing it back to blender and scaling down the UV resolution then going to your gaming engine from there. Although after all that it might not be worth the fuss.