In this tutorial, I show you how to create multiple UV maps, and “clone paint” a projected texture map onto the original set of UV coordinates.
We also go into Gimp and clean it up some, then back to Blender to apply it and add some SubSurface Scattering.














It must be Halloween
Cool Tutorial !
hey Halloween is on oct 30
nice tut mr.ward =)
Q: what’s the difference between the “/Image/Save As” command, which you used to export to GIMP and “/UVs/Export UVLayout” when in the UV Editor? We use the first when we do texture painting/projecting in blender to keep the texture externally as an image and the second when we are planning to do texturing on external app?
Sorry for the newbie question, im still new to blender =)
the “export” is purely for the UV coordinate map, whereas the “save as” is for the actual texture/projection painting image itself
Just a little tip: In the toolbar at the bottom of the project paint tab there is a “Save All Edited” button that will save all modified textuers so you don’t have to manually save them one by one.
+10 great tut and funny result to boot
I think ya all getting too many zzz’s over there.
Today for citizens you uploaded M4 part 4 which isn’t listed here yet but you skipped uploading files for this one.
It is more likely we are not getting enough ZZZ’s here. Jonathan leaves for Blender Conference and all goes to hell! haha. But added to Citizen now.
good tutorial.
i think re-projection is faster and mroe accurate IMO. re-projection is when you use GIMP or photoshop. that way you get all the tools and it projects it on the model.
UV Texture Groups was one these too-many mysterious Blender functionalities I never had the opportunity (or courage) to experiment. Thanks for this great tutorial !
From “Henry Rollins ” to “Mr.Magoo”.
Yikes!!
I finally got the part where i was doing it wrong, namely having a new master uv texture to paint onto, thanks, this totally de-mystified this process for me, a really awesome tool that i plan to use a lot in the future for props, etc.
Thank you sir !!!
Awesome. This video is loaded with great tips.
Rather than sculpting the ear ridges, how about adding a B&W texture made from the Suzanne Image and then use the “Normal” settings on the Texture/Influence panel to grow the ridges during image render. This a also a great way to add tons of skin detail if a B&W map is very over-sharpened in the face area.
Many thanks and keep the ideas coming.
This is a great tutorial. You can do a lot with this method. I just think it would have been much better if you had used corresponding model, and reference. For example, using a male head model.
This is so good and so freaky. I don’t know many guys that would be comfortable to have there face stretched across monkey’s face but you did it! Thumbs up!
Fantastic ! What a great result, so funny. But really, it shows how flexible and easy this method is.
Five stars !
Great job David!
Just a reminder that drag’n'drop works now directly from your file browser to the UV edit window. This way you don’t need to navigate using Blender’s file manager. Not that there’s anything wrong with that:)
Great tutorial. This answered a lot of my questions I didn’t even know how to ask. Very cool.
Thanks so much.
Great tutorial. I think the picture of you in the bio page is way cooler. You should grow your hair back out.
Excellent work, Great result.
I’ve done alot of modeling tutorials, but I just can’t seem to figure out basic UV unwrapping with GiMP.
All I want to do is something as simple as this picture:
http://upload.wikimedia.org/wikipedia/commons/0/0a/Bump-map-demo-full.png
Please help, someone.
THANK YOU SOO MUCH!
did you make this tutorials from the post i asked on blender cookie facebook?
Thanks for answering my call for help guys!! About to watch now. I was getting close on my own but THANK YOU! I’ve only been Blending and CG ing for 2 months but thanks to you guys and Blender Guru I’m already animating nice looking walking n talking models. Best wishes guys!
Quick tip: if you set the path in Users Preferences->File for the Image Editor, you can go to Image->Edit Externally, in the UV/Image Editor, and it will open up the image that is currently in the view in an image editor of your choise. Also, having set the Image Editor path, you can truly projection paint by clicking in the quick edit button on the projection paint panel when you are in texture paint mode.
At the beginning of the video you select a bit of the Suzannes head in edit mode and you press something that selects the whole line, what is the key combination?
Sir, why am I unable to edit in projection? This error appears in the status : Unable to create openGL buffer?
Great 2.56 tutorial… I loved it right up the point where I tried to render and then all I got was the unadorned object that I was trying to paint to. All of my material and texture settings are exactly as you set them in the tut and the initial object data and texture painting was flawless. I can open the PNG file in photoshop and it looks great but when I try to apply it to the surface of the object in Blender… nothing, zilch, bupkiss!!! Very aggravating… especially when you consider that when I apply UV images to anything else it works great. Whad up
nice tutorial! but i have a problem for what im making.
im making a character called Doom’s Eye and the uv map seems to be scrambled up and messy!http://images.wikia.com/sonic/images/d/d2/ShadowCG_Doomseye.jpg
but, here is what i have so far http://tailsfluffy74.deviantart.com/art/Blackest-doom-3d-269582680 <:I
Just an FYI, this tutorial no longer works under 2.6.4
On the contrary, I just finished it with the 2.6.4 release and it works perfectly. Where did you get stuck?