It turns out that we can edit our UV texture image in Photoshop and, with a single command, reload that image into Blender.
How to finish setting up the render pipeline in Blender so that our UV texture will be the material that is rendered on our model in the final image.
How to bring our Photoshopped texture back into Blender and (start to) apply it to our model.
One (easy) technique for editing our UV textures in Photoshop, in preparation for bringing them back in to Blender.
How to export your carefully mapped UV texture as an image file that you can edit outside of Blender.
How to create more predictable, usable and manageable UV texture shapes by marking our own seams on our mesh in Blender.
The first step towards building a workable UV texture for a Mesh in Blender.
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