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⬅️ Previous capture (2022-04-28)
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Posted on Wednesday February 2, 2022
I've been getting back into game development with the Godot engine lately. One thing I've been trying to learn more about is how to build 3D assets with Blender.
So far I've gotten a fairly streamlined workflow figured out for building models and importing them into the engine's content pipeline. I've messed around with Blender on and off over the years so I'm grateful that I'm over most of its UI learning curve. One area I'd never looked at though was texture painting, or really any kind of 3D texturing.
I found that the latest version of Blender (3.0 as of this writing) has a very handy texture painting workflow, which is exactly what it sounds like: given a brush and either a color or some imported texture, you can paint directly onto the model in 3D space. The default UI configuration even has the UV mapping interface visible on one half of the screen so you can watch the model's backing texture update in realtime.
Using some 256x256 textures I'd cropped from photos I'd taken, I was able to paint with the mouse fairly easily. Soon I had some PSX-looking graphics.
Screenshot of how the painted models look in-game
One of the textures I used, cropped from a photo of some moss and stones
One thing I found myself missing though was some way to more precisely paint textures with varying width and opacity. Blender's texture painting feature supports conventional pressure-sensitive drawing tablets, so I decided I'd order one and give it a whirl. I wound up going with the XP-Pen Deco Mini 7" wireless model. It's very unremarkable but it's portable and gets the job done.
I will post some updates with screenshots of what I create with it soon.
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