![]() ![]() One has a cube with an orange dot on it, one has a cube with an orange line, and one has a cube with an orange face. A few boxes to the right of the word "Edit Mode" or "Object Mode" you can see the word "Global." Just to the right of that is a set of three boxes with pictures of cubes. To turn on display of faces only, go to the bar just below the 3d window. It is easiest to do this next part in Face Select mode, not Vertex Select (the default). Press A a couple of times to select and deselect all of the verts and polys (the thing at this point is to make sure none are selected so we can be specific with our texture assignment). In edit mode, you can see the polygons and vertices of the mesh. You can switch by clicking on it and then clicking your chosen mode, or by hitting the tab key. The mode dropdown is on a bar below the main 3d window. By default, you probably imported the figure in object mode. Blender has a mode-based interface, somewhat like 3dCoat and Zbrush in its methodology we switch modes to activate different functions. Select just one material by clicking on its name. The checked red-and-white square next to it is the textures panel. Note that you can see the list of materials in the materials panel, which is on the right, and which can be activated by clicking the little image of a ball divided into quadrants. If the default cube is there, delete it, or right-click to select it and use g-x to move it to one side (we will need a primitive later). Import the figure obj you exported into Blender. You can paint at base resolution or subdivided, it doesn't really matter (but subdivided may provide a smoother surface). It's important to check this because by default it may be set to "Base Genesis 2" when you want to paint to "Victoria 5." You can do this in the Surfaces tab. Set the figure's UV to the one you want to paint on before export. When you've figured out what goes where, we're ready to proceed. With G1 and G2 our main interest is the three UVs that constitute the torso area, the limbs, and the face. With Genesis 2, for example, the Hips, Torso, Nipple, Neck and Head materials are on one UV, the Shoulders, Arms, Forearm, and Hand are on another, etc. You need to look at the figure in DS (or wherever you want to use it) and determine what material goes with what UV. In this case I will assume you are using a figure such as Genesis 1 or Genesis 2, but it will work with any figure you can import to Blender as an. It is one of few 3d programs of which this is true, and almost none have Blender's powerful feature set. Remember, with Blender you can install as many parallel versions as you want for free, so you can always add rather than replace.īlender is free for download here and can be freely used in commercial work. I've been told it works as early as 2.67. Texture painting in Blender takes a couple of small extra steps compared to doing it in (for instance) 3dCoat, but it is now a powerful and flexible functionality. This is more for content creators than the casual user, but if you're interested in getting into our market but can't afford 3dCoat, Zbrush, or other more expensive painting apps, this is absolutely for you.īlender has been able to do texture painting for a long time, but initially it was only with generated textures or plain color painting, and for some while it could not paint across the seams of multiple UVs on one object, making it useless for character painting of DAZ figures. I just found out this was possible, so I did some quick proof-of-concept work and am now prepared to share it. ![]()
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