I have an object I set the material color brown to R .184 G .044 B .011
On the brown, I want to paint white in an area… trying to create a dog… so the head, the neck and body are separate pieces…
When I go into UV/Image Editor, how do I set it so the main brown color stays the same so it matches the rest of the
rest of the body parts… If I enter the same numbers into the uv/image editor, I cannot get the color exact…is there a way to add no color to the image you add in the uv/image editor so the only thing showing is the painted White areas so when applied to the body part, the main materials color remains the same? so the entire animal maintains the same main color? (I haven’t learned how to mold an entire body and head out of one object yet…like the cube…so right now, been making my body parts all separate items and joining certain things…just making a simple character ) right now, just trying to figure out how to maintain the material color I put on the animal…
I am using Texture Paint to apply the white …after I unwrap
I hope I explained it right. not sure if I did or not…
Are you painting onto an image mapped to the uv coordinates, or are you talking about material shader color here? If you can, please share a screen shot or two so we can see the problem a little closer.
I think I figured out how to make it look better… what I did, was create a character… so far only have head, body and neck… I added the brown material color to the animal… then I went into UV/Image Editor, into Edit mode of the 3D window and did an unwrap/Smart UV Project… then in the UV/Image Editor, I added an image, which has the color background you put in so tried to get it close to the material color… you can put in the same numbers for R,G & B and they are different in each area… so tried to get as close as I could… see how the first image is darker on the head material… the second image have the colors looking more the same… I went to the “Influence tab” in the Texture panel and changed the “Blend” from Mix to “Lighten” that works…
Is there a better way to do this so the colors stay fairly uniform? appreciate your help… am playing with this trying to learn … and am getting better at it from when I first started learning… this dog is a character in my blog stories for kids…
you can paint a whole image - in the Image editor create a new image with background color R .184 G .044 B .011, then paint in white (it should definitely work)
you can set up two diffuse nodes for both the background and the foreground color, and mix them through a mix node whose ‘fac’ input is an image mask, painted in black and white.
EDIT: I see now that you’re working in BI, well, I don’t know if the method #2 works also in BI nodes, but you can use a black&white image as stencil, or in add/lighten mode, as you did.
thank you… I will play around with it… am learning Blender so trying to learn all I can do and how to do it… I do a lot of searching online for tutorials for things I’m working on to see how things are done… I have a couple books am using also… One of these days… hope to be better at it…
thanks for your time to help… appreciate it… have a great day…
Barbara
After you set your material’s RGB color (Diffuse Intensity =1) copy it’s hex value and use (paste) that into UV editor’s color picker for painting (100% strength) on created white image. http://www.pasteall.org/pic/77871
I second Eppo’s advice here - you can simply hover over the color window for the material, and use ctrl-c to copy and then ctrl-v to paste (windows) or cmd-c/cmd-v on mac. Fastest way to get the same color.
It’s also possible to do the color picking by hovering mouse over a color field, press E, and then pick a color from anywhere on the interface. Can also use that to pick an object name for a modifier for example.