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How to mark the seams of UV maps to edit textures in external programs?


Clone brush isn't included in BlenderFace Selection Masking for Painting not Working because Blender Tools Paint Outside those Areas?Texture Painting - Black ArtifactsTexture paint uses one image for different objectsTexture paint paints random parts of modelHow to import and export blender files with texturesTexture painting. Why not mark all seams and unwrap later?Texture paint - can paint in UV editor but on on the mesh in 3D view portHow to paint a new texture whilst painting over another one?UV Unwrap - Object - Select Faces ONLY - and Paint UV






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I am working on texturing a complex object, but do not like the blender's painting tools. So, I tried editing it in an external editor, but don't know how to know in the external program where the seams are. Is there any workflow for labeling different pieces of the unwrapped faces so that in the external program you can focus on painting each of those pieces? All advice is appreciated!










share|improve this question











$endgroup$


















    2












    $begingroup$


    I am working on texturing a complex object, but do not like the blender's painting tools. So, I tried editing it in an external editor, but don't know how to know in the external program where the seams are. Is there any workflow for labeling different pieces of the unwrapped faces so that in the external program you can focus on painting each of those pieces? All advice is appreciated!










    share|improve this question











    $endgroup$














      2












      2








      2


      1



      $begingroup$


      I am working on texturing a complex object, but do not like the blender's painting tools. So, I tried editing it in an external editor, but don't know how to know in the external program where the seams are. Is there any workflow for labeling different pieces of the unwrapped faces so that in the external program you can focus on painting each of those pieces? All advice is appreciated!










      share|improve this question











      $endgroup$




      I am working on texturing a complex object, but do not like the blender's painting tools. So, I tried editing it in an external editor, but don't know how to know in the external program where the seams are. Is there any workflow for labeling different pieces of the unwrapped faces so that in the external program you can focus on painting each of those pieces? All advice is appreciated!







      texture-painting






      share|improve this question















      share|improve this question













      share|improve this question




      share|improve this question








      edited 5 hours ago









      cegaton

      66.6k10132291




      66.6k10132291










      asked 8 hours ago









      jake_314jake_314

      879




      879




















          1 Answer
          1






          active

          oldest

          votes


















          3












          $begingroup$

          If you are painting some textures that are a little bit more complex, you might want to consider doing that on the 3d model in 3d. There are plenty of tools for that in a lot of 3d packages these days, Blender included. Obviously if the textures you need are simple, using an external image editor is a very valid option as well. Especially for every day simple objects.



          The usual workflow is to export the UV map as an image and make the textures using that as a guide.



          You would simply enter edit mode, select all to view the UV map, go to the UV Editor and choose UVs menu on the header, then Export UV Layout:



          enter image description here



          You can chose desired options and save the file then.



          It is then usual to open it in an external editor and have it as a top layer while working on the texture so you can see the location of the UV islands while you work and disable it once you save your texture:



          enter image description here






          share|improve this answer









          $endgroup$













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            $begingroup$

            If you are painting some textures that are a little bit more complex, you might want to consider doing that on the 3d model in 3d. There are plenty of tools for that in a lot of 3d packages these days, Blender included. Obviously if the textures you need are simple, using an external image editor is a very valid option as well. Especially for every day simple objects.



            The usual workflow is to export the UV map as an image and make the textures using that as a guide.



            You would simply enter edit mode, select all to view the UV map, go to the UV Editor and choose UVs menu on the header, then Export UV Layout:



            enter image description here



            You can chose desired options and save the file then.



            It is then usual to open it in an external editor and have it as a top layer while working on the texture so you can see the location of the UV islands while you work and disable it once you save your texture:



            enter image description here






            share|improve this answer









            $endgroup$

















              3












              $begingroup$

              If you are painting some textures that are a little bit more complex, you might want to consider doing that on the 3d model in 3d. There are plenty of tools for that in a lot of 3d packages these days, Blender included. Obviously if the textures you need are simple, using an external image editor is a very valid option as well. Especially for every day simple objects.



              The usual workflow is to export the UV map as an image and make the textures using that as a guide.



              You would simply enter edit mode, select all to view the UV map, go to the UV Editor and choose UVs menu on the header, then Export UV Layout:



              enter image description here



              You can chose desired options and save the file then.



              It is then usual to open it in an external editor and have it as a top layer while working on the texture so you can see the location of the UV islands while you work and disable it once you save your texture:



              enter image description here






              share|improve this answer









              $endgroup$















                3












                3








                3





                $begingroup$

                If you are painting some textures that are a little bit more complex, you might want to consider doing that on the 3d model in 3d. There are plenty of tools for that in a lot of 3d packages these days, Blender included. Obviously if the textures you need are simple, using an external image editor is a very valid option as well. Especially for every day simple objects.



                The usual workflow is to export the UV map as an image and make the textures using that as a guide.



                You would simply enter edit mode, select all to view the UV map, go to the UV Editor and choose UVs menu on the header, then Export UV Layout:



                enter image description here



                You can chose desired options and save the file then.



                It is then usual to open it in an external editor and have it as a top layer while working on the texture so you can see the location of the UV islands while you work and disable it once you save your texture:



                enter image description here






                share|improve this answer









                $endgroup$



                If you are painting some textures that are a little bit more complex, you might want to consider doing that on the 3d model in 3d. There are plenty of tools for that in a lot of 3d packages these days, Blender included. Obviously if the textures you need are simple, using an external image editor is a very valid option as well. Especially for every day simple objects.



                The usual workflow is to export the UV map as an image and make the textures using that as a guide.



                You would simply enter edit mode, select all to view the UV map, go to the UV Editor and choose UVs menu on the header, then Export UV Layout:



                enter image description here



                You can chose desired options and save the file then.



                It is then usual to open it in an external editor and have it as a top layer while working on the texture so you can see the location of the UV islands while you work and disable it once you save your texture:



                enter image description here







                share|improve this answer












                share|improve this answer



                share|improve this answer










                answered 7 hours ago









                Martin ZMartin Z

                6,9521831




                6,9521831



























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