2175x1350

j-y-10.jpg

๐Ÿงต Untitled Thread

Anonymous No. 866496

Seamless realtime texture painting in Photoshop for Blender ?

Is it possible ? I've heard that some guys at Blizzard do this. Currently I only know of one plugin for Blender that updates a psd file whenever 'save' is triggered inside photoshop, allowing one to paint within photoshop, and periodically update the file shown in Blender.

However I'd really like to find a way to do this with real-time updating, as opposed to having to constantly trigger save.

Anyone have any clues or tips for me?

Substance Painter is trash for clean accurate texturepainting (imho), it really only shines when it comes to smart materials and drag and drop texture baking.

Anonymous No. 866498

Daniel Bystedt has a tweet that shows you how

Anonymous No. 866500

>>866496
3DCoat shines at stuff like this

Anonymous No. 866508

>>866498

His Baker Blender plugin is just one more of the millions upon millions of Blender plugins that don't work at all. So that's basically what I can expect then...

Nonetheless, checking it out.

Anonymous No. 866509

>>866498

After scrolling endlessly I can conclude. He doesn't have a tweet shows me how. His stuff is all baked textures, not what I need.

Anonymous No. 866553

>>866496
iirc correctly I did some texture editing in PS and there was some sort of plugin/feature in photoshop that allowed you to import the model and see the changes realtime. It didn't need any external software. I think it's called live 3D. google it

Anonymous No. 866557

>>866509
blizzard does baked handpainted textures

Anonymous No. 866558

Honestly you don't need to see it updated in real time, bake out an ao and specular pass to give you a guide and just check on it every now and then.

Or you could just use 3d coat....

Anonymous No. 866607

>>866558
Word.

Anonymous No. 867109

>>866509
You bake the texture from you high detail model albedo and all. You can use 3dcoat or zbrush, blender is shit at this but maybe 3.0 is faster at painting on a model? idk I would use zbrush for soemthing like this you can sculpt then paint export and bake with substance or blender with Bystedt's baker, marmoset etc etc

Anonymous No. 867679

I've tentatively exploring this in Procreate on the iPad. The 5.2 update allows you to load .OBJs with UVs and paint on them. It defaults to 2K textures if there isn't an associated material already but you can create 4K maps and for Procreate to use those with some extra steps.

Not quite ready for primetime but the next point release or two should expand on the possibilities.

Anonymous No. 869219

>>866496
>Substance Painter is trash for clean accurate texturepainting
Why? Never found anything wrong with it in that department.

1348x909

Untitled-21.png

Anonymous No. 869439

>>869219
Look how ugly this is.

You don't have anywhere near the finesse and control over your handpainted texture that you can achieve in Photoshop.

Anonymous No. 869450

>>869439
Yeah and zbrush is awful because 3dguy exists.

this is the biggest nomodeler post on the fucking planet.

Anonymous No. 870699

>>866496
u dont even need a plugin to refresh the textures, if u select everything inside the shading table and press alt+R it will reload the textures that u saved beforehand, knowing this, making a python script is easy.

Anonymous No. 870710

>>869439
I like it :)

Anonymous No. 870725

>>866496
>Is it possible ?
how the fuck do you think we did textures before we could paint them directly in 3d views?

Anonymous No. 870979

>>866496
This art isn't by Blizzard. It's by an artist known as Joker Y and she uses a software called Bodypaint. I don't know the particulars of the software myself but I do know that it's heavily used by Korean and Chinese texture artists.
Here's them working on a model in the software: https://www.youtube.com/watch?v=Aj8afXOTGm4

Anonymous No. 873064

bumping because the op pic is fucking incredible and inspiring to me

Anonymous No. 873750

>>873064
it's astounding what a skilled texture painter can do with just flat textures. i love it

Anonymous No. 873752

>>869439
You're retarded.

Anonymous No. 875588

>>873752

he is right

Anonymous No. 875641

>>875588
I agree.

Anonymous No. 875649

>>866496
>AAA studio using blender
really are you that delusional?
blenderfags are really pathetic

Anonymous No. 875715

>>873064
It makes me realize no matter how good my model is it will never look as good as this anytime soon cause I can't paint for shit but god does it inspire me as well

Anonymous No. 875722

>>870979
not a she, he's a guy who makes cute girls

1080x1000

fahx-hasan-pathik....png

Anonymous No. 875777

So if panel on the left are "PBR textures"...
Then whay the fuck are the ones on the right called? "PS2 era textures"? They give off serious ps2 vibes to me but I can never find a proper name for them

Anonymous No. 875778

>>875777
stylized...

Anonymous No. 875780

>>875778
this. theyre just stylized hand painted textures. youre thinking too hard

Anonymous No. 875783

>>875777
>>875778
>>875780
'baked lighting' is also a term that applies here as well

Anonymous No. 875810

>>875777
Unlit is the technical term

Anonymous No. 875811

>>875783
no it doesnt, that isnt what baked lighting means.
these are literally just handpainted textures.
that is what it is called.
Handpainted
stylized
npr

Anonymous No. 875982

>>867679
Man I just tried this and is godsend for someone who only knows how to use procreate. 2048 texture should be enough for stuff I do.

Anonymous No. 875986

>>875777
You only need 4 on the left for PBR, sometimes 3 depending on the material.
Right can be called "diffuse + phong" in some cases.

>>875810
Nope.
They are going to run with viewport offset phong. Which behaves like a light system for all intends and purposes.

Anonymous No. 877845

>>866496
>>875777
i'm a brainlet, I just use normal maps and displacement maps to bake high detail into the low poly but how many maps should I really use for a nice low poly model?