Monday, May 30, 2016

"Nearly Paint by Number" An Already Made Mesh Garment (Personalize).

Blender Texture Painting
Using Stencil to "Nearly Paint by Number"
Tattoo, Add Lace Detail or Text
Blender Texture Painting
Applying decals to External Texture














It is worth opening Blender even if you never plan to model an object on your own.  Blender's surfacing options are many and texture painting will turn a sweater, a hoodie, even a whole suit into something you hand painted yourself.  Follow the simple steps below to add the personal touch to a blender mesh top, sweater or hoodie.
 1.  Download open source collada files from Outworldz.  Ferd Frederix has already packaged them up for easy download, and with helpful photos.  Download the alphas too.  You can use those to cover the parts of your avie body that show through.  Lo there were a solution for real body fat.  Spandex simply doesn't do this so convincingly.
2.  Important:  Select mesh clothing item that you will import into Blender.  When you open Blender you need to navigate directly to the Operator's Panel (default far right).  There will see the items that are in your scene.  On the far left,while you are in object mode, import the the mesh you chose.  It will most likely be too small to see, but you will see that its there in the operator's panel.  Optional:  Use the scale key (s) to resize the entire armature provided - only for your own visual purposes.  You are going to download the .dae mesh directly into Open Sim, so you won't need to fuss with rigging or any part of the model unless you experienced with conversions.
3.  So the only touching you need to do is to activate the mesh clothing item in the operator's panel.  You will see it highlighted when you do.
4.  Now choose edit mode.  If your screen is divided like mine, you should see the unwrapped mesh on in the uv unwrap window.  It is already nicely set up for you.  Nothing to do here either.
5.  Optional:  At this point you may want to add an already made cloth texture to the background.  In many cases this where Blender modelers stop.  You can easily do this in world too,, but its not personalizing your garment.  It is  personalized, if you add a decal as shown in photo 1.
6.  To add the decal go to Texture Paint Mode.You will not need to do the next step, because the cloth texture you added should already be in the slot.  This would be the layer you are going to decal (paint or stencil) over.
7.  If you don't have a background texture and you want the entire item to be hand painted, then you will need to choose your first layer now.  I usually choose a diffuse texture background.

8.  Once I find my diffuse texture background in snipping
the uv texture (Image options) I use the fill brush to add the second color (same layer) so that I can easily see the uv.  At this point I can either paint, use a stencil for  "nearly paint by number" painting or apply a decal.  Use common license stencils or make your own coloring book outlines (easy enough to do).  Here is a link to a share site where you can pick up stencils for
9.  For photo 2 I decided to "paint by number" using a common license stencil. For photo 1 used
an already made tartan texture and applied a stencil decal to the sweater. It the same process either way.
Reminder:  Shift key - changes the size of your stencil or decal. Ctrl Key rotates the stencil or decal so that it can fit to your uv.  You are not using the model at all for this exercise, so no worries about it.
Note:  If you make your own stencil use a square ratio dimension or you will run into problems. 
This is easy enough to do.  Add an alpha background to your stencil or decal that is square.
10. Since your material was already added, either manually or automatically, you will not need to do that again.  To add your stencil, additional texture or decal you can add that by selecting the checkered icon to the right of the materials icon.  You should see your first layer listed.  Add you new texture, decal or stencil right beneath it. 
Now when you look in the texture box on the left where your painting options are located you will find it.
11.  Change view to UV View to Paint mode and you are ready to apply your stencil for easy painting. If you aren't easily adjusting your image, "image aspect" comes in handy.
12.  Once you are done applying the stencil.  You can paint into it using the "Nearly Paint by Number" method.  More information about that process here. NPBN.
13. The last task you need to do is save your image.  It is always best to save every layer as you go through the process or you will lose the images, but its a must to save your last one and import it into Open Sim.  Also import directly your collada (.dae) garment and rezz it.  The item will be very small, so you will need to keep an eye on it.  Add the image texture you created in the usual Open Sim manner.  No matter what size it is take it back ito inventory and wear it. It should fit fine, but now you need to add your alphas so that parts of your stick out body won't show.
14.  This process most likely won't replace bottom up garment making.  You will eventually want to learn how to create mesh clothing (suggestion use the Avastar method - less frustrating in the long run), but using this mesh and texture painting will introduce you to some of the fun of texture painting until you do.  There are so many fun garments to personalize that are already rigged and ready to use.