top of page

UV unwrapping and texture painting workflow in Blender | Part 1 : Modeling

Video transcript :

UV unwrapping and texture painting workflow in Blender | Part 1 : Modeling

Assalamualaikum. My name is Widhi Muttaqien from Expose Academy. In this tutorial we’re going to model a simple mushroom in Blender. And then we’re going to UV unwrap the mushroom. And lastly add texture to it using the texture paint feature inside Blender. So basically, all are done inside Blender. Although we’re going to model something in Blender our main focus in this tutorial is actually UV unwrapping and texturing workflow in Blender. Therefore the 3d model will be very simple and low polygon. I’ll be using Blender 2.78c for this tutorial as this is the current official Blender version available by the time I record the video.

First is the modeling process. Lets remove these objects by pressing A twice. Then hit X then choose delete. Now we want to create a mushroom. And the mushroom that we want to create is almost like a cylinder. So we’re going to use a cylinder for our base object. Press shift A, mesh, cylinder. We don’t want to create high polygon object as I mention earlier. So lets change the cylinder vertices to 12. Next change the radius to 2 unit. Hmm. I think this would be too big. 1.5 then. Okay I think this will do. Now we don’t need to change the depth now, just try to remember that we have 2 unit depth currently.

Hit tab to go the edit mode. Go to face mode and select the face at the bottom. I use my handy custom shortcut to switch back and forth between vertex, edge and face mode. If you want to learn how to do this, please check my previous blender tutorial about modeling a toilet. Okay. Now we want to move this face to the ground plane. We can press G to go to move mode, then press Z to constraint it to Z axis. Then press 1 to move it 1 unit up. Press enter to confirm. Remember that we have 2 unit depth so 1 unit will be half way thus making the face exactly at the ground plane.

Another way to place a face to the ground plane is to change its Z coordinate to zero. To do this open the 3d view property panel. You can press N to open it. Or if you forget the shortcut, you can go to “view” menu down here and turn on properties in here. Okay now up here we can see the coordinate. When we’re in edit mode by default the coordinates are set to local not global. Local simply means that the coordinate is based on the pivot point of the object. The pivot point of the object is indicated by this orange dot. Okay so again I repeat, local means that the face or the selected sub-objects coordinate is referenced to this pivot point. On the other hand. Global means that the coordinate is based on the 3d world. Currently our object’s pivot point is located at the center of the 3D world, so changing this coordinate reference either to local or to global will be the same thing. I think you get the idea. By knowing this, basically if we want to move a face to the ground plane consistently, regardless the pivot point condition. You always want this to be in global mode. And then type in zero for the z axis coordinate.

Next select the top face. Press G and type 1. Sorry I think this is too low. Hit backspace then type 2. It is too high now. Backspace again type 1.5. Then hit enter. Okay so this will be our mushroom’s trunk. Next press E to extrude [Extrude] and then press 0.5. Press S to scale. Then press 3. Nope that is too big. Backspace and press 2. Okay I think this value is good. Press enter to confirm. Press E again then press 2, enter. S to scale. Make it 0.2. I think that should do it. Now we have the base object, but we still need to make the trunk curved a bit. Let me open the grease pencil panel first. Make it continuous drawing. And use the draw button in here. Okay basically we want the trunk to curved a bit like this. Also the bottom part of the head. We want to make it curve like this. And lastly the top area of course we want to make it curve also like this. Okay. Let me erase this grease pencil layer.

Go to edge mode. Hold Alt and click on this edge to select the whole edge loop. Press S to scale and change the scale to 0.8. Okay. Now to make the trunk curved press Ctrl+R to do loop cut and slide. Click in here, scroll up the mouse once so we have a total of 2 loop cuts. Then click to confirm the cut. And right click to cancel the sliding. Now we want to scale these 2 loop cuts to the X and Y axis at the same time. But not on the Z axis. Can we do that? Of course we can. We can do this by pressing S to go to scale mode and then hold shift then press Z. Now the scale is constrained to the X and Y only. There will be no scaling on the Z axis. Okay now press 1.1, then hit enter. The trunk is now curved.

Next, the bottom part of the head, or the roof, which ever you like to call it. Ctrl+R again. Click and then slide this a bit to the edge. Move this down a bit. Just add some tweaking as you like. Okay for the top area lets add 3 loop cuts. Ctrl+R, scroll twice. Click and right click. Now press S then press shift Z. Scale it about this big. Now we need to unselect this bottom loop cut. To do that we can hold shift and alt then right click on one of the edge. Okay so now we only have these 2 loop cuts selected. Press S, shift Z. And just adjust this a bit. Shift + Alt + right-click on this edge loop again. Scale it again. Just tweak the edges until you like the result. After this we will move on to the UV unwrapping process in the next video in sha Allah.

As always don’t forget to subscribe to my channel. Give a thumbs-up if you like the video and give a thumbs-down if you hate the video. See you in the next part video. Wassalamualaikum.

#painting #blender #tutorial #3Dmodeling #UV #unwrapping #texture

bottom of page