In this tutorial, I show you a pre-created mesh with some sculpting applied, and we quickly go over the seams and UV coordinates. Then we bake out a tangent normal map, and begin painting a texture in Texture Paint mode. After that, we jump into GLSL mode (setting up some extra lights so there’s nice even shading) and paint in a specular map. Finally, we paint on a Bump Map, using the Varonoi Crackle cloud texture for a nice wrinkly/leathery skin texture.

The tutorial has an addendum that fixes the bump mapping problems experienced in this tutorial, view it here: http://www.blendercookie.com/2011/04/14/texture-painting-in-glsl-shading-mode-addendum/

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Discussion

52 Responses to “Texture Painting in GLSL Shading Mode”
  1. Ertyui
    Posts: 5

    Really nice tutorial.

    It’s kinda fun telling when you’re making mistakes, I go like: ” O you forgot to map it to UV” and “Oh you forgot to put this/that on”

    Still great though.

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    1
    Apr 11, 2011 at 4:39 pm
  2. Jonathan McKnight
    Posts: 3

    Thank you for another brilliant tutorial David. It always seems that your videos come just in time for some problem or other that I’m having. I have yet to get into texture painting, however when I do I’ll have one more weapon in my Blender arsenal.

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    2
    Apr 11, 2011 at 4:44 pm
  3. Posts: 33

    Awesome Tutorial! I was just looking into normal maps earlier today and this cleared a lot of things up!

    Oh, and mistakes are simply part of the work flow, so it’s cool, especially when he points out what he did wrong so we can learn.

    Thanks!

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    3
    Apr 11, 2011 at 5:27 pm
  4. Posts: 124

    THX David
    :D

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    4
    Apr 11, 2011 at 5:33 pm
  5. Leto
    Posts: 2

    Hi there!!

    Really nice tut, but one thing with the bump map. When creating the bump image be sure to fill it with 50% color (R,G,B)! With a black image the bump doesn’t show up with the GLSL (sure it does but with a 100% black bump)! When starting with the 50% image you actually see the bump in GLSL mode.

    Greets and keep your awesome work going on!

    Leto

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    5
    Apr 11, 2011 at 5:42 pm
    • Posts: 53

      You absolutely right. And also I think he was in trouble to show the bump map properly because he was in solid mod using GLSL with texture solid selected. he should disable that during texture painting or change to textured mode. Still a great tutorial though :)

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      5.1
      Apr 11, 2011 at 9:31 pm
  6. Leto
    Posts: 2

    ahh and you have to set up the Methode to “Best Quality” all the way down in the Texture panel under Bump Mapping and the Space to “Texture Space” and than you see the bump in real time!

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    6
    Apr 11, 2011 at 5:45 pm
  7. SeriousM
    Posts: 3

    “I just learned something” :)

    thank you for this very good tutorial!

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    7
    Apr 11, 2011 at 5:53 pm
  8. Bartosz
    Posts: 1

    Awesome tutorial, learned a lot from it.

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    8
    Apr 11, 2011 at 6:30 pm
  9. Posts: 7

    @ 10:05, by integer of 256, I think you meant power of 2. Power of 2 textures is an old requirement of graphic APIs because computer and graphics hardware can multiply and divide by those numbers (for texture sampling) as integers in one clock cycle, where a normal multiply/divide may be much more expensive (for example, 20 clock cycles for a divide).

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    9
    Apr 11, 2011 at 6:41 pm
    • Posts: 53

      It’s only really necessary a power of two when you are going to work with a graph card, either in a game engine or real time painting it’s faster to render an to mip map

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      9.1
      Apr 11, 2011 at 9:34 pm
  10. YoungApprentice
    Posts: 11

    first comment! Wooh!

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    10
    Apr 11, 2011 at 6:44 pm
  11. Posts: 169

    Dave,

    Great tutorial–I would really appreciate even more tutorials on texturing. I totally suck at texturing. Modeling comes naturally and is relatively easy. Animation too. Texturing . . . in the words of Shifu from “Kungfu Panda”, “Now there is a level zero.”

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    11
    Apr 11, 2011 at 7:45 pm
  12. Posts: 42

    Make a tutorial on modeling the creature now! :D

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    12
    Apr 11, 2011 at 10:32 pm
  13. comeinandburn
    Posts: 54

    thanks David! another fine tutorial. I learned a lot.. and by the way really nice sculpt.

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    13
    Apr 11, 2011 at 10:41 pm
  14. Padawan
    Posts: 1

    Great tut David.

    I have one question , how do you now where put the seems ??
    I have big issue with it. Maby a tut about that topic.

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    14
    Apr 11, 2011 at 11:34 pm
  15. Posts: 21

    brilliant tutorial but its like 6 in the morning here so im gonna try and learn what I can when I get some and have all of my cognitive faculties in check :P

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    15
    Apr 12, 2011 at 12:08 am
    • Posts: 30

      Have you seen his free Johnny Blender tutorial series on his youtube channel? http://www.youtube.com/user/ward7299
      I have only watched parts of it so far, but its next in my queue to go through in detail.
      The end result is stunning.

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      15.1
      Apr 12, 2011 at 7:33 pm
  16. Posts: 14

    David when are you going to make a training series like Jonathan I would defiantly pay for it! I think it would be a lot of fun, you make learning a lot of fun!

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    16
    Apr 12, 2011 at 2:09 am
  17. Posts: 14

    @Padawan: Jonathan Williamson made a good tut on that: http://www.blendercookie.com/2010/03/02/unwrapping-a-female-character/

    Or you could search for UV on this site to get other suggestions.

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    17
    Apr 12, 2011 at 2:41 am
  18. Posts: 10

    Keeps it shined with turtle wax?!?

    ***groan***

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    18
    Apr 12, 2011 at 3:10 am
    • Posts: 30

      i thought that was a classic!

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      18.1
      Apr 12, 2011 at 7:37 pm
  19. Posts: 19

    This site ROCKS, Blender is getting better and better, I can’t wait for 2.6

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    19
    Apr 12, 2011 at 6:23 am
  20. Posts: 16

    thanks a lot David – wow – very nice

    just a question: is it possible to create a texture/layer/group similar in a
    paint program? For example to switch from green to blue texture/layer/group for your monster/turtle model in the same .blend file? I like to create some pre-set in a handy way.

    thanks @all
    glenn

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    20
    Apr 12, 2011 at 7:08 am
    • Posts: 30

      he mentions saving the images to disk throughout the tutorial, all you need to do is open these png’s (namely the color layer png) in your favourite editor (Gimp!) and colorize or paint away :)

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      20.1
      Apr 12, 2011 at 7:36 pm
  21. Cam
    Posts: 6

    Theres no way to paint with symmetry?

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    21
    Apr 12, 2011 at 2:03 pm
    • Posts: 261

      you could paint with symmetry if you sort of “fold” your UV maps to where the left and right sides overlap; sounds good in theory, but if you wanted to add a scar or something on one side, you’d have to create a new UV map (which wouldn’t be that hard, i suppose…)

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      21.1
      Apr 15, 2011 at 11:02 am
  22. Posts: 13

    Are there any in depth tuts on plane modeling a whole human body in Blender 2.5? If not u guys should defiantly do one!

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    22
    Apr 12, 2011 at 5:58 pm
  23. Posts: 30

    This tutorial was FANTASTIC. It filled in alot of gaps that i seemed to miss or misunderstand from the Alien tutorial…
    The greyscale bump maps were something i was looking for as well.

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    23
    Apr 12, 2011 at 7:31 pm
  24. Posts: 5

    OMG this is great!!
    Thank you so much!!

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    24
    Apr 12, 2011 at 10:09 pm
  25. Posts: 4

    @Gnuren: thnx i have missed this tut

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    25
    Apr 12, 2011 at 10:40 pm
  26. Posts: 140

    When you make your uv image to map to you can select a base color so you don’t have to brush it on.
    Love you tutorials,
    I have to ask, where do you learn from? Is it just trial and error? That probably didn’t sound right. What I meant is if you have a good solid base do you learn from experimentation or is there another universe you are in contact with that we know nothing about?

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    26
    Apr 13, 2011 at 1:37 am
  27. Posts: 140

    Sorry for 2Xpost but instead of adding lots of lights, in 2.49 you could pull down user preferences, change the 3d view to a dark color, then go to the “system and open GL” tab and adjust the lighting there. Can you still do that?

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    27
    Apr 13, 2011 at 1:50 am
  28. morten
    Posts: 1

    You had your bump/height map set to normal map during glsl view.
    This is very wrong. See comment by Michael Williamson –> http://vimeo.com/22250852

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    28
    Apr 13, 2011 at 2:06 am
  29. Posts: 84

    Thanks for this, i had no idea that you could do the specular map in this way, really useful.

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    29
    Apr 13, 2011 at 3:58 am
  30. Posts: 3

    David, to use Bump with GLSL you have to change the Bump Mapping Method to “Default” or “Best Quality”, it doesn’t work with “Compatible” or “Original”.

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    30
    Apr 13, 2011 at 12:09 pm
    • Posts: 261

      righto, i was using the 2.56 in this tut, and those options weren’t available at the time :P

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      30.1
      Apr 15, 2011 at 11:06 am
      • Moolah
        Posts: 59

        Great tutorial, thanks a lot, David! Some mistakes are normal, I’m sure that I’ll be stammer if I’ll try to speak and create at such high speed.

        P.S. About “don’t see bumps in GLSL” – ought to be reported on the bug tracker!

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        30.1.1
        Apr 16, 2011 at 6:30 pm
  31. Convoluted
    Posts: 6

    Not bad at all!

    I learned lots, thanks =P

    I especially liked the specular map part, didn’t know you could do that.

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    31
    Apr 13, 2011 at 2:11 pm
  32. Posts: 5

    i have a question.
    when i go on texture Painting part
    Why is my model soo shiny and orange?? =S
    here is my .blend file if you want to help me. :(
    http://www.multiupload.com/0OHR1YC9HS

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    32
    Apr 14, 2011 at 6:10 pm
  33. Posts: 52

    I once did something a lot like this but this looks way better. Nice video

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    33
    Apr 15, 2011 at 7:59 am
  34. Mark
    Posts: 2

    looks like something from TMNT lol

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    34
    Apr 15, 2011 at 12:51 pm
  35. Posts: 39

    can you make make a tutorial on how to model that turtle please

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    35
    Apr 17, 2011 at 6:43 am
  36. Posts: 9

    Really nice tut. This is exactly what I was looking for David, Keep it up!

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    36
    Apr 27, 2011 at 9:19 am
  37. DAve
    Posts: 1

    What are you taking about when you say normals?

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    37
    Sep 29, 2011 at 1:38 pm
    • Posts: 1761

      “Normals” refer to the direction the face (polygon) is pointing. You can see these by enabling “Normals” under the “Mesh Display” category of the viewport properties panel (N).

      -Jonathan

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      37.1
      Sep 29, 2011 at 2:27 pm
  38. Posts: 2

    Quick ? – On certain projects when I try to paint, blender just about comes to a stand still when I add any sort of light. It’ll paint @ that start point and skip to the last place I paint @ giving me 2 dots. However, once I remove the light(s) it’s back to real time. i can paint very smoothly. Any suggestions or thought on what’s going on? My build is 2.59.0 (r39307)

    BTW, love your tuts David! I’ve learned alot between yours and Jonathan’s. Great stuff!

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    38
    Sep 29, 2011 at 8:43 pm
  39. Posts: 3

    Love this tutorial, found it very useful. One question though, when i render, I still get the harsh shadows of the low res poly, rather then just the clay baked UV. How do I fix this?

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    39
    Oct 2, 2011 at 8:50 am
  40. Posts: 10

    For some annoying reason it keeps painting in the normals map ?

    My material has the normals on the top and then the second material is the black.

    Why does it paint in the normals map :( ?

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    40
    Jan 31, 2012 at 9:45 am
  41. Ben
    Posts: 1

    Hi David! I texture painted my pirate model in blender but after I textured it,I found out that I needed to edit it a bit. I Put a mirror modifier on it so i can just focus on the right side but after I edited it, the Uv texture islands are split in half! Please help!

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    41
    Mar 10, 2012 at 4:03 pm
  42. Posts: 7

    Really enjoyed this one. Thanks a lot.

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    42
    May 5, 2012 at 11:02 pm

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