In this quick tip, I discuss the problems I had with the bump mapping in the previous tutorial, and we go back and start from scratch on how to paint on Bump maps in GLSL shading mode, and also setting up the tools as needed.

View original tutorial: http://www.blendercookie.com/2011/04/11/texture-painting-in-glsl-shading-mode/

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Discussion

27 Responses to “Texture Painting in GLSL Shading Mode – Addendum”
  1. Anemotion
    Posts: 2

    This is very nice to know !
    Just love it.
    Would like to know how to save this newly created “Skin” so it is in the .blend file and works when I create and distribute my game.

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    1
    Apr 15, 2011 at 12:11 am
    • Posts: 204

      I believe you just have to ‘Pack’ your texture files after saving your newly painted texture in the editor. Its in the file menu, I, think. That associates saved textures with the blendfile when you take it out of Blender. Might be more involved in making a game… but the Blender manuals on making games are like Bibles and I haven’t read them. I read somewhere that 99% of aspiring game makers never finish the job, because there is so much tedium involved.

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      1.1
      Apr 15, 2011 at 8:48 am
  2. bertvdb
    Posts: 8

    Good tutorial, you would like to make a tutorial on making those troll

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    2
    Apr 15, 2011 at 2:00 am
  3. Posts: 84

    Damn, that looks awesome!

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    3
    Apr 15, 2011 at 3:43 am
  4. Posts: 204

    AHHH!! The Blender Site is Broken! I think I’m gonna cry because I didn’t download yet! Oh, by the way nice tut Dave!

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    4
    Apr 15, 2011 at 9:42 am
  5. Matt
    Posts: 11

    Dave,

    I haven’t finished the video yet, so maybe you’ve caught it at some point in it, but there is a separate texture panel specifically for brushes. You activate it by clicking the “Brush” icon above the texture selection panel. It makes keeping brushes organized much easier without adding to a random material stack. Also, when creating a new texture for bump mapping, it’s best to make it a 50% gray (easiest way is 0,0,.5 in HSV values) because then you have equal room to alter the height in each direction before reaching maximum white or black. Hope this helps!

    Matt Heimlich

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    5
    Apr 15, 2011 at 4:53 pm
  6. Matt
    Posts: 11

    Also, you can get a more normalized look to your bump map by setting “Texture Space” in the bump map settings.

    On a related note, does anyone know how to get rid of the circular artifacts when you paint the bumps on using this method?

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    6
    Apr 15, 2011 at 5:23 pm
    • Posts: 204

      Yes indeed! I am likin the texture space bump. Had just discovered that myself!

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      6.1
      Apr 15, 2011 at 6:02 pm
    • mmikk
      Posts: 2

      Hey Matt,

      Can you try setting the bump map to be 16 bit per channel?
      I’m curious if that helps you at all?
      The ringing is due to the brush leaving these “stairsteps”.
      So a combination of lack of precision when using 8 bit range
      and also perhaps the filtering quality of the gpu (plus mip mapping is disabled by Blender in texture paint mode).
      It looks like in 8 bit the circular pattern in the brush
      becomes flat for some range of pixels. Then jumps a level, then it’s constant
      for a while, then jumps again.

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      6.2
      Apr 19, 2011 at 8:00 pm
      • mmikk
        Posts: 2

        Turns out at this point 16 channel painting is not supported in blender :(

        I am still curious if the issue is less noticeable if you leave texture paint mode
        (since this will enable mip maps)?

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        6.2.1
        Apr 20, 2011 at 1:32 pm
  7. russel96
    Posts: 11

    dave…

    u know you can lock your brushes…
    with that, whether you zoom in and zoom out, the brush size will stay the same…
    just want to add that up for your next vid :D

    great tutorial by the way :D

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    7
    Apr 16, 2011 at 1:57 am
  8. Posts: 103

    Dave, I can’t seem to get my bump maps working in 2.57. I’ve played with all the new settings, went from + geometry to – geometry with no significant differences. The same bump maps work great in 2.56. I even went into photoshop and inverted my map but that did not help. I’m working with skin textures and detail is everything. Please help.

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    8
    Apr 17, 2011 at 1:47 am
    • Posts: 261

      they changed a few things up in 2.57 as far as texturing goes; you might be able to fix your bump issue if you play around with the texture stacking order.

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      8.1
      Apr 18, 2011 at 12:47 am
      • Posts: 103

        Thanks Dave for the tip. I set my bump mapping to Original, inverted my bump maps and set the normal geometry to a negative value. This produced similar results that I was having in 2.56. Keep up the great work, I’ve learned so much from you and Johnathan. Ron

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        8.1.1
        Apr 19, 2011 at 3:59 am
  9. RMM
    Posts: 2

    @russel96,
    Could you explain how to lock the brush size? I can’t seem to find it…
    Thanks!

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    9
    Apr 17, 2011 at 12:35 pm
    • russel96
      Posts: 11

      ahh… my bad, i guess i’m wrong… it was only available
      in sculpt mode… i guess i should have checked it first…
      there’s a lock icon next to the radius size…

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      9.1
      Apr 18, 2011 at 12:23 am
      • RMM
        Posts: 2

        Ok, no problem. Thanks for the reply!

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        9.1.1
        Apr 18, 2011 at 12:54 pm
  10. Posts: 8

    Hey, great tutorial. I enjoy watching all the videos you put out.

    In the future could you do a tutorial on Skinning/Weight Painting and show us your techniques and how you go about it?

    Thanks :)

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    10
    Apr 17, 2011 at 5:57 pm
  11. Posts: 5

    Hi. Bump map seems to give more definition for skin textures than Normal map, am I right? When i must to use bump map instead normal map and vice versa?

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    11
    Apr 21, 2011 at 11:49 am
    • Posts: 103

      Your right, I’m not sure making a normal map is necessary in all cases. Another tip for having your bump maps work real well is their stacking order as Dave suggests. I found in 2.57 the further down the stack the more “bump” from the bump map.

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      11.1
      Apr 22, 2011 at 3:39 am
      • Posts: 40

        I thought bump maps and normal maps were the same thing… what’s the difference?

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        11.1.1
        May 2, 2011 at 2:36 pm
  12. Posts: 92

    hey david heres a quick tip. when you are in paint mode you can hit f to scale your brush on the fly. instead of going over to the panel. i think it gives a lot more control.

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    12
    Apr 23, 2011 at 8:21 pm
    • Posts: 5

      matthew morris said: hey david heres a quick tip. when you are in paint mode you can hit f to scale your brush on the fly. instead of going over to the panel. i think it gives a lot more control.

      MUAAHUAhuahuAHuhaAHUA! Hilarious. David Ward and Jonathan Williamson already know it of course. Jonathan didn’t hit f or shift+f in paint mode to newbies can understand easily. LOL ;P!

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      12.1
      Apr 24, 2011 at 8:21 am
  13. Posts: 104

    I’m really impressed; This look so simple in fact.
    I was wondering … Is there any way to get a sort of smooth modifier to apply on the jointures of different strength textures?
    I mean I’d like to get a sort of a smooth transition between deep and low crackled area of paint.

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    13
    Apr 29, 2011 at 3:35 pm
  14. Andrew
    Posts: 4

    Cool tutorial, but I have a problem D:. When I paint the texture onto my sculpture, it always appears someplace else and not where I’m clicking. What am I doing wrong? :c

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    14
    Apr 30, 2011 at 11:13 pm
    • Andrew
      Posts: 4

      Actually… I think it looks right when I render it, but not in the view port? :O

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      14.1
      Apr 30, 2011 at 11:21 pm
      • Andrew
        Posts: 4

        nope, I lied, it’s in both :x

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        14.1.1
        Apr 30, 2011 at 11:32 pm

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