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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!
texture-painting
$endgroup$
add a comment |
$begingroup$
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!
texture-painting
$endgroup$
add a comment |
$begingroup$
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!
texture-painting
$endgroup$
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
texture-painting
edited 5 hours ago
cegaton
66.6k10132291
66.6k10132291
asked 8 hours ago
jake_314jake_314
879
879
add a comment |
add a comment |
1 Answer
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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:
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:
$endgroup$
add a comment |
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1 Answer
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1 Answer
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active
oldest
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votes
$begingroup$
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:
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:
$endgroup$
add a comment |
$begingroup$
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:
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:
$endgroup$
add a comment |
$begingroup$
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:
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:
$endgroup$
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:
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:
answered 7 hours ago
Martin ZMartin Z
6,9521831
6,9521831
add a comment |
add a comment |
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