Posted 05/08/2014 18:31:14 in Blendering for Unity
Updated 08/20/2017 17:46:41
We're going to take a break from Blender for a while! I'll be using GIMP to make the texture, but the concepts should be the same whether you prefer Photoshop or anything else. First, you'll want to open up characterUV.png in GIMP or whatever your image editor of choice is.
Create a new transparent layer (Layer->New Layer or Ctrl-Shift-N) and drag it beneath the UV layer. The UV layer acts as a blueprint, so paint everything on the new layer! It's up to you how to paint the character, so I'll just give a few pointers:
I like to use a 100% hard brush for nice, crisp edges. It usually looks nicer when you desaturate your colors a little bit, but this totally depends on the look you're going for. Relatedly, I never use pure black... it usually looks a lot better if you lighten it up a bit. I've been drawing a lot of inspiration from Adventure Time for my characters' faces recently :P
Once you're done, disable the UV blueprint layer (click the eye symbol) and save the image in your model's folder as "characterColor.png."
Switch back over to Blender. In the UV frame, open up the Image menu, select "Open Image," and select "characterColor.png" to see your art in action! Blender will automatically set it to be the texture for your model's material!
If the texture doesn't display on your character's model, remember that you can change the viewport shading option in the 3D Viewport. Click on the menu with the solid sphere icon (the arrow in the screenshot below points to it), and it will give you a handful of options:
- Rendered: This isn't very useful for our purposes. Since we deleted our light, your character will show up as a solid black blob.
- Texture: This will display the UV mapped texture you set in the UV window. However, it won't light the object, so it can be difficult to see depth (which is necessary for modeling, rigging, and animating). Also, because it isn't lighted, your model actually won't look like this in-game. What it is useful for is making sure that your texture is lined up how you want (e.g. for making sure that the eyes and mouth you drew on the texture are in the right places).
- Solid: This displays your model with a simple grey shader, which is useful for modeling, rigging, and animating, and anything else in which you just need to see the form of the object.
- Wireframe: This will show only the wireframe of the object. It can be handy to us at any point in the modeling/UV mapping process. Pressing Z will also toggle to and from this view mode.
- Bounding box: This isn't very useful for our purposes either. It just displays a cube around the volume of your model.