Donut tutorial notes:
Toggle on texture painting, and hey, the torus already has the UV unwrap built-in.
- Need a new "image" on the right side, and Because Reasons we're going to make it 2x1.
- In this case, 2048px by 1024 px. (or just put a *2 after the 1024, it'll do math.)
- The mesh being purple indicates the image and the mesh aren't sync'd.
- The material tab, then we turn on an image node in Shading's node editor.
- Shift+A to add a node, Texture -> Image Texture. (Ah, the blocks ARE the nodes.)
- Bind color to base color.
- Select the texture file we just made (and SAVED, YEAH?) and boom.
- Image texture files are separate from the blender datafile! Save both!
- On the image texture side, N to set a color, make it donut-y.
- X key flips palette color options, so we have a primary of white w/ donut-y swap.
- Can paint on either the flat texture file or the mesh.
- But hey, let's use a Texture Mask (not just Texture) instead.
- Brush, Brush Mask Texture, Clouds.
- Change strength value on the left panel to taste.
- Set the Mask Mapping under Texture Mask to Random to make it not look so... blocky.
- can also change size of the cloud.
- Paint a bit of the donut color on the "dark" parts of the donut for better realism.
- Change the white to black and change the Brush's Blend to Overlay.
- Basically that'll just... darken... the donut-colored bits you paint on.
- Don't entirely neglect the inner core, where the icing won't be.
Page last modified on November 11, 2019, at 12:55 AM
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