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Blender 3D Cookbook

You're reading from   Blender 3D Cookbook Build your very own stunning characters in Blender from scratch

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Product type Paperback
Published in Jul 2015
Publisher
ISBN-13 9781783984886
Length 608 pages
Edition 1st Edition
Tools
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Author (1):
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Enrico Valenza Enrico Valenza
Author Profile Icon Enrico Valenza
Enrico Valenza
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Table of Contents (16) Chapters Close

Preface 1. Modeling the Character's Base Mesh 2. Sculpting the Character's Base Mesh FREE CHAPTER 3. Polygonal Modeling of the Character's Accessories 4. Re-topology of the High Resolution Sculpted Character's Mesh 5. Unwrapping the Low Resolution Mesh 6. Rigging the Low Resolution Mesh 7. Skinning the Low Resolution Mesh 8. Finalizing the Model 9. Animating the Character 10. Creating the Textures 11. Refining the Textures 12. Creating the Materials in Cycles 13. Creating the Materials in Blender Internal 14. Lighting, Rendering, and a Little Bit of Compositing Index

Painting the color maps in Cycles


There are no differences in painting in Blender Internal or in Cycles, because the Paint Tool is exactly the same; the only difference is in the preparation of the materials.

In this recipe, we are not going to repeat the procedure already explained in the previous one; we'll just set up the file for the painting and test whether it's possible to paint in real time on all 5 image textures at the same time, as it is in Blender Internal (spoiler: it is).

Getting ready

Let's start with the Gidiosaurus_painting_BI.blend file; in that file, we already have the UV/Image Editor windows set and the 5 materials assigned to the 5 different UDIM tiles and parts of the mesh.

In case you want to start with a brand new file, here you need to repeat the steps of the Preparing the model to use the UDIM UV tiles recipe in this chapter. Then, continue with the following:

  1. Be sure you're in Object Mode.

  2. Go to the main top header and click on the Engine to use for rendering button...

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