So many "Painting" modes

Hi all,

I’m trying out more advanced uses of textures and I’m quickly getting myself confused.

I’d like to apply textures to parts of a mesh in an “organic” way with the different textures smoothly blending into one another. I can select pieces of the mesh and apply a new material with new textures, but the different materials/textures wouldn’t smoothly blend into each other across the boundaries of the pieces of the mesh.

I’m a bit overwhelmed by the Vertex Painting / Texture Painting / Weight Painting modes and they appear to be different enough topics that I’m finding it hard to find docs/tuts that clearly define what each mode does. It appears weight painting can be used for a variety of things, but I can’t tell how I would apply them to texture mapping.

Any advice or just a previous post I missed?


Heres a link to the blender manual that tells you all about differant methods of painting your mesh

Probably the best way to achive the smooth blending effect you want is to uv map a quick discription of this ,Its like doing a drawing on a flat piece of paper and then wraping it around your model.

Vertex painting mode = You can apply a single colour to single vertices.

Texture painting= after you have uv mapped your mesh you can paint directly on the mesh surface

Weight painting= this is used to control strength of other features the colour range from blue to red which is a value from 0 to 1 ,These values are used by armatures,particles,softbodys(thats all i can think of a moment but there maybe some more)

Thanks, Hazza, for the pointer. I’m beginning to understand the different Painters, but I’m still unclear how to achieve the effect I’m looking for. I was hoping I wouldn’t need to use UV maps for what I want to do. And I don’t see anything in the manual or any tutorials on how to combine UV coordinates with something like a “cloud” texture in the way I want.

Here’s a specific example and maybe you can see how I could get the effect:

I am trying to texture a sphere so that the poles have one combo of materials and textures (say a woodgrain appearance), but the equator has another combination (say some combination of noise and clouds). All I really need is some way to blend across the two in the Z direction. Or an alpha map of some sort to use with the equator material: zero at the poles, one at the equator. I thought I’d seen a video somewhere about weight painting the vertices to get the desired blend between two materials, but now that I want it I can’t track it down.

I don’t understand colorbands well enough, but I don’t think you can use them as an alpha map on the mesh. If you can, I’m not sure how you’d control the direction of the colorband on the mesh. I haven’t figured out exactly how to control the direction of the Blend textures.

I have played with many different settings in the texture Map To buttons. The closest I can get to what I’m looking for is to adjust the z size and the size of the texture itself. But that would be a very limited solution.

Ok you can try using a stencil in texture position 2 that will blend between your two textures in position 1 and 3.
Heres a tutorial on using stencils

You can use a blend texture to make the stencil and use colourband to alter the position of the blending between to two textures.
heres the link in the manual about colourbands

If the colourband is a bit confusing still, for now until you get to grips with it you could make the stencil texture in a 2d program.

The stencil function looks exactly like what I’m after. The tutorial looks very useful! Thanks, Hazza!