Join Darrin Lile for an in-depth discussion in this video Adding a brush texture, part of Texturing a Game Asset in Blender.
- I've used the smooth stroke and the jitter tools to add a little more texture to the handle. Let's also talk about adding a texture to the brush itself. So if I come over here to the Texture Painting panel, I scroll down and you can see I've got this Texture icon here, and this will allow me to add an image texture to the brush. I'll go ahead and click New. And now it's added a texture. I'll call this, let's just call this Fine Detail.
And if I come over here to the Texture panel near the materials, I can switch from seeing the textures of the material to seeing the textures of the Brush. So I'll just click here, and here we can see the texture of the Brush. Here's my Fine Detail image texture. So, what I need to do is switch from Image or Movie to one of the procedural textures that Blender gives us. Now we could an image. We could create an image in Photoshop or GIMP and bring that in.
But what I'd like to do is use one of the premade or procedural textures here straight out of Blender. Now we could choose a Noise and we'd get lots of Noise, but I think this is a little too dense, a little too much for what I'm looking for. Maybe we could use Stucci. Let me try this. Yeah. That's a little bit more interesting I think or not as dense as the Noise one. So let me try that.
Now if we come in here directly with this texture on our brush, and maybe I'll come into the handle here. And let's just try and add a stroke and see what happens. So just lay down a stroke and you can see there are a couple problems here. One is that I have the jitter still on. So let me undo this. And let me scroll down here and let me take the jitter down to zero. And we'll also take the Spacing down to maybe, 10% I think is the default, so somewhere around there.
So now if we try and lay down a stroke, we get that. We're not getting much of this texture in there. Let me undo that. And the reason is because this is just too dark, so we're not seeing the difference between the black and the actual color. So let me make this a little bit lighter. And let's try this. So now you can see that texture happening here in our stroke, but that's not exactly the color I'm looking for.
So let me undo that. I'll come over here to one of the colors that I already have in the palette and I'll make this a little bit brighter. I'll also come down here and change my Curve. I have my Curve set to this one here. I'm going to back to the default. Choose this here. And what this is, this is just the top of the stroke and then this is how it kind of feathers out to the edge. So, we're really just seeing half of the stroke. Here it is coming to the top and then the other side would be over here.
So this is just a kind of a graphical representation of how our stroke looks. So let me come back up here and let me reduce the Strength a bit. And now if we come in here and all I wanted to do was create just a little highlight at the top of each of these here with a little bit of texture in it. And as I do that, you can see we're getting that texture, but we're also getting some of that black in here and I don't want that.
What we can do is we can come over here to the Brush texture panel and under Colors I can turn on a Ramp. And this Ramp is what's giving us the difference in value from white to black. So, I want to change the black. I don't want it to be just black. I want it to be kind of more like this color. Maybe a little bit darker, but not pure black. So I'll come over here to this color swatch and click on that.
And I'm going to click on the little eye dropper, come over here grab this color, and then I'll take this color maybe, actually maybe I'll it take it a little bit lighter. Why not? Let's give this a try. Now I'll come in here and test it out. And now you can see I'm getting a little bit more of a lighter color or a combination of lighter colors in my stroke. And that's kind of what I want. I like that.
So, I'm just going to come through here and at the top of each of the straps I'm going to lay down this texture here just to give it kind of a highlight at the top of each of the straps. Now, another thing we could do is add a little bit of jitter to the stroke. So, I'll scroll back down, increase the jitter slightly, let's go, let's try that and see how that works. And then stroke here. And that kind of splatters it around just a little bit as I stroke.
Yeah. I kind of like that. And so what I'll do is I'll go through and try and add these little highlights at the top of the straps before the next video. But one last thing I wanted to mention here in this one, and that is saving our image. I know I mentioned it before but I think it's worth talking about again because it can be very frustrating if you forget to save the image in the UV/Image Editor. Now keep in mind you have to save each layer or each texture slot independently if you've made changes to them both.
So, if we go over here to the Slots tab, I've got two texture slots. And you can, of course, have as many as you want, but it adds complexity to what you're doing. In other words, you have to remember to save. So, remember that because there's an asterisk here, that means that this image has not yet been saved to my hard drive. So, if I press ALT S, then it will save it. You can see up here it says, "Saved Image." Now, once you have done that initial save, you can use this button here to save all your texture slots at once.
So, if I added another stroke here, then, of course, I'd get the asterisk because it hasn't been saved yet. I could then come in here and click on this button here and it will save all of my texture slots. Now keep in mind that you still have to save the scene here with Cmd or Ctrl S. So keep that in mind. These texture slots are not like Photoshop layers or GIMP layers. They are actual physical things, well not physical things since it's on a hard drive, but they are actual files, independent files, on your hard drive and must be saved individually as such.
Well as I said, I will go ahead and add more texture to the hammer using all the tools that we've discussed. And in the next video we'll talk about baking out this texture information to a Color Map. Now if we had just created one texture slot, we wouldn't have to bake it out. But since we've created more than one, since we have multiple texture slots, we're going to need to merge or combine all of those layers, all of those texture slots into one.
And that's what we'll do in the baking process.