G'day Blenderheads! This is Jamie and I make 3D animation stuff.
My favourite part of 3D is creating characters, which is the focus of this channel. But that's not to say we won't make things explode though!
With 15+ years in the 3D game, I'm here to share the tips, tricks and help you make cool stuff too.
If you're interested in following me on a few other platforms, here's a few links:
Gumroad: gumroad.com/dragonboots
Blender Market: blendermarket.com/creators/dragonboots
Dragonboots Website: dragonbootsstudios.com
Dragonboots Facebook: facebook.com/DragonbootsStudios
ArtStation: www.artstation.com/archdragon
Пікірлер
this is not a perfect tutorial you too fast please do perfect tutorial
“Quickly” is literally in the title 🙃
One doesn't "Skip UV Unwrapping" except if it's supposed to be for a figurine printed with expensive 3D printers that also print colors. You should precise that for newbies. UV unwrapping the retopology of this sculpt remains a mandatory step (ultra simple and fast) for any other use of a 3D object, than printing figurines or a quick render.
Is it possible to use colored lighting with this setup?
Películas Gramlins:🎉🎉🎉2024 2025
2:25 you even addressed this issue I had. Brilliant tutorial, no overcomplicated nonsense. Thank you!
I don’t understand what uvs are rah
Which laptop you are using. Please I hope you Reply ❤❤❤ I am waiting😊 Online......................
Kitty Kitty simply red
🤪
please do not skip steps it is really hard to understand for beginners. how did you add color attribute node?
I assume you're looking for the keyboard shortcut for adding nodes in the shader editor? It's "shift + A". The "colour attribute" node is under the "Input" menu, but I usually just use the search function. Once you know the names of the nodes, it's much faster.
THANK YOU, i notice that often times my models have a lot of vertices and marking the seams is a big pain so i am so grateful to have found this method
You’re most welcome 😊 If you’re just looking for a way to paint your models, this method is great. However, if you eventually want to animate your models, you may want to look into “retopology” and “displacement maps”. That will make it easier to UV unwrap, as well as reducing the polygon count to make animation faster. kzread.info/dash/bejne/hGalmdGTfNaWd6g.htmlsi=c-ko_0Z32vY0gw1d
best review
HOW DO I CHANGE THE VOPORT!?!?!?!??!??!!?!!!?!??!?!?!!!?!!???!?!?!!?
how do you paint a material onto something? Like paint a glossy material onto the model
Do you mean paint extra textures for things like specular, roughness or bump? You can do those in much the same way. Make a new "color attribute", call it roughness. Go into "Vertex Paint" mode and paint where you want things to be rough or shiny (remember that black is perfectly shiny and white is rough). In the Shader Editor make a new "color attribute" node and add the "roughness" into the drop down. Plug the "color attribute" into the "roughness" slot on your material.
I can't change shading into solid
im f ing 10
…happy birthday? 🤷
Great tutorial straight to the point and easy to follow
learning basic stuff in blender makes me feel like a grandpa trying to learn how to use facebook
In your defence, Blender is a touch more complicated than Facebook 😜
How did he just open the shading circle?
nice tutorial!!!
Thank you! 🤩
hey jamie, can you help me? i have like 5 materials and the uv didn't change.
Hey GamerFox. I can certainly try and help. There’s a lot of things that could be causing you issues though, so it might not be obvious what’s wrong. Is this a model you made yourself? One you downloaded? Is there a reason why it needs 5 materials? (Having multiple materials shouldn’t stop the UVs from working, but it might have us a hint why they’re not).
@@JamieDunbar it's a model i made myself, and no, at least when i try following this tutorial it doesn't need 5 materials, and i did it multiple times and it doesn't even work.
@@Gamerfox127 What I try and do when figuring out these kinds of issues is to eliminate as many variables as possible. The first thing to figure out is whether this is a problem with the tutorial, or a problem with your model. So I'd start by opening a brand new scene in Blender, making a basic object (cube or sphere, etc) and seeing if you can make UV maps for those.
@@JamieDunbar it was a problem with the material(i think) but the second thing of the cube or sphere did function, but could you tell me how to eliminate variables?
@@Gamerfox127 Oh sorry, "eliminate variables" probably sounds like a really technical thing. I simply mean taking a really complex problem and breaking it down to something as simple as possible. So if you're using your own model and it has a bunch of materials there's a lot of things that could be a problem and I have no idea where to start. But if we use a really simple object with only one material, suddenly that's a lot less variables we have to think about. It sounds like you were able to get a simple cube to work, so that means the tutorial works and there's nothing wrong with your copy of Blender 👍 The next thing I'd try is copying your model into a new scene, deleting all the materials and seeing if you can UV it. If that works, it means there was something wrong with the materials. If it doesn't, it probably means there's something wrong with the model itself. Let me know how that goes and if there's something wrong with the model I might get you to send it to me to try and fix 😊
For people enduring my headache; go to the Shading tap at the top; look at the shader nodes, and manually plug the texture you're using into the BSDF material.
Solid tip. I think if everything goes perfectly you shouldn’t encounter this issue. But I had this happen myself when making the tutorial so it’s clearly easy enough to do.
Literally did not work
How to change view?
Holy, i felt that when man said " you googled UV's and had a mini breakdown"
**In Praise of Greenery: An Ode to Grass in Medieval Times** In the age of yore, when knights rode gallantly upon their steeds and castles stood tall against the sky, there existed a humble yet ubiquitous presence that carpeted the land in verdant splendor - grass. Though oft overlooked amidst grandeur and glory, grass held a vital role in the tapestry of medieval life, serving as a symbol of resilience, sustenance, and natural beauty. **The Lush Mantle of the Earth** Behold the emerald expanse that stretches far and wide, covering fields, meadows, and forests alike in a lush mantle of green. From the tender shoots that first peek through the soil in spring to the golden hues of autumn's embrace, grass weaves a tapestry of ever-changing hues that dance in the breeze like a living symphony. **A Feast for Beasts and Men** For the denizens of the medieval world, grass was not merely a backdrop but a source of sustenance and livelihood. Grazing animals depended upon its bounty for nourishment, while farmers harvested its grains to feed their families and livestock. In the meadows, wildflowers bloomed among the grass, attracting bees and butterflies to pollinate and prosper. **A Cushion for Weary Feet** In the bustling towns and villages of old, grass provided a respite from the harsh cobblestones and dusty roads. Courtyards were lined with soft turf where children played and troubadours sang, while the grounds of castles and manors boasted manicured lawns where lords and ladies strolled in contemplation. **A Symbol of Renewal and Growth** As the seasons turned and the wheel of the year spun on, grass stood as a steadfast symbol of renewal and growth. Even in the harshest of winters, it lay dormant beneath the snow, waiting patiently for the sun's return to awaken once more in a riot of greenery and life. **Conclusion: A Testament to Timeless Beauty** In conclusion, let us raise our voices in praise of grass, that humble yet mighty plant that graces our world with its presence. In medieval times, it was a constant companion to all who trod upon the earth, a symbol of resilience, sustenance, and natural beauty that endures to this day. So, let us cherish the grass beneath our feet and honor its place in the grand tapestry of life. As the sun sets upon the fields and forests, casting long shadows across the land, may we remember the quiet strength and enduring beauty of grass, a testament to the timeless wonders of the natural world.
How very poetic 😊
@@JamieDunbar thank
Wonderful video! Thank you! I noticed the color picker is affected by lighting and it can be nearly impossible to select the base color again. Shades of the color are all shift x picks up. Is there a fix for this? Thank you very much in advance.
Yes, there is! Apologies, I’m not in front on my computer right now, but I believe “shift+X” selects the screen colour and just “X” selects the texture colour. Double check I’ve got the shortcut correct, but it definitely works.
@@JamieDunbar Thank you so much! I really appreciate you taking the time to help!
@@JamieDunbar Thank you for your help! It looks like X just flips the colors. If you find an answer for a way to select the actual texture color please let me know. Take care and have a fantastic week!
@@waltbayless7709 Hey Walt, finally got back in front of a computer. Just tested it and in Blender 4.0 and above "Shift + X" selects the texture colour. I'm pretty sure in earlier versions it was just the "S" key.
@@JamieDunbar Thank you so much, Jamie!
thats an amazing tutorial
Great tutorial, however the other two mthods (Ambient Occlusion and Pointiness) were never discussed. Especially how to get better edge selection out of Ambient Occlusion for those that can't render in cycles.
Have you downloaded the project files? There’s a setup in there for both pointiness and ambient occlusion you can use. Ultimately the method is very similar. Use either the AO or Geometry node and control the contrast with a ramp or map range node 👍
@@JamieDunbar OK great! I will download those! Thanks so much!
I can't fix missing uvs materials
question is when to use procedural instead of going over adobe painter ?
A really good question, and one I often ask myself. Usually it comes down to speed vs quality. If it’s a background object I’ll often just quickly do it in Blender, rather than doing the export/import dance. But for characters or close up objects I’ll throw it into Substance.
This did not help me
This doesnt work for my flare gun model
I always try and supply a model for people to practice on, because there’s just too many variables to work through when people use their own. Are you able to get this setup to work using the mushroom model?
Bro there isnt even simple UV in texture slots 😭😭😭
Same here. When I click Texture Slots, ther’s just “Mode: Material”, “No Textures” and + button. There’s no “UV Map Needed” or “Add Simple”. Edit: It's because it already has a UV Map. Go to the Data tab in the Properties editor on the right and delete your currently assigned UV Map in the UV Maps list. He also mentions this in the video later, but as I was only following along, I didn't know it at that point.
Oh wow, nice find. Yes, you can delete the UV map from the list which will make the menu option appear under texture slots. Alternatively you can just overwrite the current UV map by going to the unwrap menu and choosing "smart UV project". Both will give the same results.
OMG FINALLY THANKS YOU SO MUCH NOW I CAN PAINT I WAS FLIPING THE ENTIRE PLATFORM TO KNOW HOW TO DO IT
Lmao. Glad we could get you up and going 😂👍
thank you! one of the best videos about procedural textures on KZread!!
Naw, thanks mate. That’s really nice to hear 😊
everything i need to know in 12 minutes, thank you.
thank you for your tutorial. you are my teacher.
Will the color stay when I export it to Roblox studio?
I’ve never used Roblox, but it’s a game engine right? So it will use texture maps. You’ll likely need to export both the model and the textures, then make sure they’re attached inside Roblox.
@JamieDunbar ok thank you
1:36 There is nothing in the selection box, cannot choose color :(
Jump on over to the Color Attributes tab (it’s a couple of seconds later in the video) and create a new one. I’m pretty sure in older versions of Blender you had to manually type them into the node, it didn’t have a drop down like it does now.
@@JamieDunbar Thanks!
Wow
Best Texturing tutorial on youtube.
Naw, thank you. That’s extremely kind 😊
Thank you for this great tut
finally something i can understand
Is this cycles evee
Most of this tutorial will work in Cycles or Eevee. There’s one step (the edge wear) that works way better in Cycles, but there’s some extra steps to make it work in Eevee. And the download files have a setup for both.
how do i go into edit mode
It’s tab you little goofball
This helped soooo muccch
when selecting the edges of the shield to mark as seam, ctrl+shift+click didn't work for me, but alt+shift+click worked!
Oh shoot, did I say "ctrl+shift"? I just checked and you're right, it's definitely "alt+shift".
@@JamieDunbar i allmost broke my screen, and when u took the half shild to the other side, i got no clue how u selected only one half in one click, i keep dragging one, and they are still connected
another annoying "problem", that i incounted is when there is nothing selected on the right side like ur guide, there is nothing showing on the uv on the left side...
@@moshe4415 That's a really common problem. So common I should make a video just for that. Blender has a bit of a weird system called "UV sync selection". It allows you to enable or disable your UV selection to match your selection in the viewport. I've honestly never found a practical use for it, although I'm sure one exists. If you enable this button, you'll always be able to see your UVs: blenderartists.org/uploads/default/original/4X/9/9/2/99220b552ef54ceb2f81e47b30819aed7a890d5f.png
wow blender actually sucks
lol, any part specifically? :P
It starts to become good when you know how to properly use it
I tried the Ambient Occlusion method because I need an edge wear effect in Eevee. It gives me more a a weathered look overall because it doesn't flow along the edges, but rather in darker areas. Is there another method that would work in Eevee?
Unfortunately of the three methods shown here, only the Ambient Occlussion will work in Eevee. A couple of things to try though. You said the AO is flowing in darker areas? So, almost as if it's reversed from what you want? Maybe try sticking an "invert color" node in between and see if it gives the results you want. Another, more complicated method would be to get the result you want in Cycles, then bake it out as an image texture. That image texture will then work in Eevee.
@@JamieDunbar thanks! I did get it to work with invert color node, and clicking on inside and local on the ambient... then making all the adjustments. I found another video that showed this. kzread.info/dash/bejne/gmmc29SqYcmdfpc.html
@@MaxHancockCo That's awesome. The settings on your AO node are a little interesting. Nothing wrong with them, it's just interesting you needed them. The 'inside' in particular. Out of curiosity, have you checked to see if your objects normals are all facing the right way?
@@JamieDunbar I did check the normals, and they are correct. Following the Edge Wear on that other video I was able to get the line right on the edge instead of just one side and shadows. However, I needed to use quite low number with the particular model I'm working with. I wish I could show you an image to see what I mean.
@@MaxHancockCo The number of times I've wished I could send someone a screenshot on KZread! Would make showing people where things are in the interface so much easier. But yes, I've run into that as well. Sometimes you need to use ridiculously low numbers to get the result you're after. Sometimes I'll throw a Math node in between just so I can get a little extra control rather than working with stupidly low numbers.