Why not just paint as normal, then paint in greyscale on a bump layer? On a 3d plane I mean - this way, you don’t fake anything, you arrange your lights as you want.
Or maybe just set the color painted image to affect normal or bump, that might give some effect - but layering of its effect might be more convincing
Yes Craig I could do this.
But, I need one “channel” for the color, a second for the bump value.
How?
OK, just saying, not of great use anyway.
edit:
OK, using add instead of mix on the bump+color second texture does the trick.
However, when I tried to re work on the first texture (made i active of course) there is a wrong behavior, an offset on the brush and some artifacts. Is this a bug?
Might be, I found some weird artifacts if using anything at 1k for stencil. I was thinking maybe just painting on a single image layer, and turning on Normal in the texture settings (Blender render) but then that doesn’t give a true result, since you won’t get the same bump from the multiple colors, unless maybe setting to RGB to Intensity as well…
edit: scratch that, I forgot how Intensity works - this is just with procedural textures and different colors with the texture painted affecting 0.2 on Normal with High Quality bump mapping enabled and Color at 1. Not pretty, but interesting anyway , I will have to try it more.
No, no layers - this is a greyscale in the 2d window, then add it to a plane with ortho camera shadeless and add a color layer in the texture stack. And thanks, I am getting more done in Blender 2d paint than in my photoshop because of the controls in blender being so ergonomic.
Well, Pshop is a little better on this. But, I agree, I also feel more comfortable with the few blender tools.
On the other hand, I tried CS6 once, it performs very well on my macpro but I own CS3. Designed before OSX 10.6, it can’t perform well on OSX 10.8-10.9. (even the installation needed hacking). I don’t think I’ll pay more for upgrades.
Blender performs much better (on a 2k), (compose in Pshop after)
We need a layered painting system Craig. GLSL multi textures is not exactly the way to go. It works though.
Some ideas on portraiture:
Avoid sketching (2d-3d) smiling people.
Always prefer classic poses. Serious or slightly smiling faces.
Why? these are the only possible after hours of real posing, traditional.
Well, it seems that only after a few hours something like a meditation happening, something hidden becomes clear.
Anyway.
A grotesque pose is a different case, it becomes a mask and works in theater and comics.
Amazing work, i learned that i simply can’t work without layers anymore, each time i have some fun in blender i wish i had some layers to avoid screwing up some of my sketching, i’m just too use to the conveniance of layers.
I agree that the Blender controls are simply more intuitive, F and move the mouse to quickly setup a brush size without having to click on a toolbar and move a slider, SHIFT+F to adjust the strength of the brush without again having to click on a toolbar+slider.
Everytime i’m using Gimp i always try by reflex to press F and move the mouse , really the Blender dev that thought of doing the F/Shift+F trick was an usability genius, it’s so much better than anything found in gimp/photoshop and similar, even when in gimp i’m binding a key to increase brushsize or strength and a key to do the opposite it’s still far away from the blender F fast, intuitive and easy method.
Yes, the F and Shift F, and S for sample under brush are just so fluid in comparison to using a separate tool for eye dropper, brush, and brackets. I wish I could change my Photoshop CS5 to use Blender’s shortcuts, and even thought I would like them in Krita as well. I really need to find time to learn coding so I can figure a way to port that to Krita as well.
Michalis, I seldom get to draw from real life so I am stuck with sketching from photos that are already there - but I do remember the class in school, and the way the drawing was then, more alive actually. I do need to do some more of that exploration, yes.
Nice work Craig! Impressed with what you have achieved in blender. I also favour applications that are geared towards getting the most out of a simple UI or toolset. I have used artrage for quite a while now, it’s a bit buggy but the UI is so clean and you can do so much with the limited tools, especially the pen tool which I haven’t found anything better in other applications (and I have tried a lot of them). I have to say though nothing will beat photoshop, it’s so dynamic and unlike traditional painting software you have so many compositing options to work with while you paint and it’s very stable. Also for those of you who may not know, photoshop has a lot of wonderful little secrets in terms of shortcuts, I have been using it for years and I still stumble across them on a regular basis.
I think someone mentioned having to use sliders for brush size and opacity? In brush mode, hold alt then drag with right click to adjust size and opacity on the fly.
I prefer Blender, but if you like Photoshop so much you should really try Krita - the brushes and tools are geared more toward painting, and since Open Source, there is no limit to number of machines you can have it on.
I’m a painter outside of blender, and I just started to use the 3D part of blender for little fun projects.
This 2D art in blender is something I would love to learn to do because it combines both aspects.
Did you use a reference image for the reptile painting? If so, how? On a separate screen? Background image? Or in a separate “compartment” of blender - like changing the timeline’s compartment to view the image.
Great work, I’m going to watch the tutorials you’ve put up now, thank you so much for those.
Thank you!
Reference pictures I keep open in different viewers on a separate monitor, usually at least two references so I can see details that are lost in the resolution of one.
Be sure to watch Xrg’s tutorials, he has quite a bit to show using the painting tools and brushes
Thank you. I don’t have two monitors, however it seems to be working fine if I just change the outliner panel to a UV image editor and then open the reference up in that one. That way I can see the reference next to the actual UV editor that I’m painting.
Now I started a little project, and it was going well. Figuring I’d come back to it, I saved the file and left…a bad mistake it seems.
Is the only way to save your progress for this type of painting to render and save the image?
I saved the blend file, and so now that I’ve re-opened it all I see is a black canvas.
Also is there any way to recover this lost painting?
Always with painting, I initially save the image in a directory as a file name. I then intermittently press Alt-S in the UV Image Editor to save the updates to that image - I don’t save the file unless I am using geo in the 3d view to add via compositor, or if I have made specific brushes I don’t want to lose.
You could map that image to a plane in 3d view, using UV to close in on the painting area you started, then render that to a new image to begin with. Remember to use Ortho in camera.