Blender

Blender

IAmRedd Mar 29, 2018 @ 12:07pm
Texture Paint Help
When it comes to texture painting, I suck XD What I've been trying to do is paint seamless textures and such on my models but keep having two problems. You can paint on the UV itself but of course that comes with seams. I can try to paint over the seams, or just paint in the 3d view in general but the brush acts as if the model is flat, making it stretch at the edges of the mesh.
Anyone experienced with texturing in Blender know if I'm doing something wrong? Or can suggest a better method? I enjoy modeling but when it gets to texturing I'm struggling alot, I'm hoping to be able to make something passable texture-wise but never can.
[EDIT] Also I have tried a trial of Substance painter, though I can't afford it. So I'm pretty much stuck with Blender and/or any other free texture programs if there are any.
Last edited by IAmRedd; Mar 29, 2018 @ 12:12pm
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Showing 1-3 of 3 comments
Wardiaper Mar 29, 2018 @ 3:06pm 
Sounds like maybe your UVs are stretched out weird. I am just now learning about uv unwrapping. Here's a good video I am watching to learn UV unwrapping -

https://www.youtube.com/watch?v=scPSP_U858k



Disclaimer - I might be misunderstanding the problem and someone else might be able to help.
IAmRedd Mar 29, 2018 @ 3:57pm 
I think I'm unwrapping correctly, I also have applied checkered textures to double check the UVs are fine. What I mean by stretching is in the 3d view if you texture paint on an object, Blender acts as if the model is flat, so the curved edges have stretched textures. It's kinda hard to explain.
Mr Chappy Mar 29, 2018 @ 4:29pm 
Originally posted by IAmTheRedd:
I think I'm unwrapping correctly, I also have applied checkered textures to double check the UVs are fine. What I mean by stretching is in the 3d view if you texture paint on an object, Blender acts as if the model is flat, so the curved edges have stretched textures. It's kinda hard to explain.

If your checker board texture looks correct(squares rather then rectangles) then you have unwrapped correctly. Always apply the scale of every mesh before unwrapping and this will always be correct!

You are right about the model being essentially flat, the paint is projected onto the model, so when you are near an edge it will(after being rotated) look stretched.
As long as you understand that it is being projected you should be able to work around this with practice(whatever is central(vertical and horizontal) will paint correctly).
Substance Painter is much the same in this regard only with the brush reacting more to the surface of the mesh in terms of it's projection angle...

There really is no substitute for having something like Substance Painter(or similar), it's not that much(compared to many 3D related apps). Save up and buy it, I had the same problem as you until I brought it, it may not be perfect but it is way way better than without it...
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Date Posted: Mar 29, 2018 @ 12:07pm
Posts: 3