Ucupaint 1.2 is released! There are a lot of new features like baking denoiser, custom bake target for channel packing, realtime edge detect mask, Blender 4.1 support, performance tweaks, and more!
#b3d
#ucupaint
I'm experimenting with geometry nodes to project uv to another mesh. With ucupaint that can create smooth bump, this can be really handy to manage decals in Blender 3.5.💡
#wip
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New features on upcoming Ucupaint 1.1! You will have the ability to bake other object channels. This can be really useful for creating foliage game assets!🌿
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After weeks of coding, my model is working again on Radeon GPU. By using UDIM image atlas, one UDIM can be shared with many layers and masks. It will also be included in Ucupaint 1.1, which will be released very soon. 🔥
After months of work, Ucupaint 1.1 is finally released! There are a lot of new features like UDIM support, bake other object channels, Blender 4.0 support, and tons of bugfixes!
#b3d
I managed to add a denoiser in AO baking of ucupaint. It uses compositor to do it. Here's the comparison of the previous baked AO and the new baked AO with denoise on.
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Breakdown of
#ucupaint
layers to create anime eyes. I only use solid color layers on this one so I can easily change the color anytime. The demo video is available on youtube:
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A little demo of ucupaint, if your model is already unwrapped and uses principled bsdf, you easily just do a quick setup, create a new layer, and start painting! (model taken from blender sample files)
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Ucupaint 1.2.3 has been released! It fixes gamma color on layer preview mode and finally you can select any images outside of ucupaint node for texture painting✨ Download it now from
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#ucupaint
WIP of Laila from Queen's Blade series. Fully created using Blender 2.80 & rendered using Cycles. More images on my patreon post:
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#wip
#cycles
#3DCG
#クイーンズブレイド
Now
#ucupaint
can use image alpha as a mask. This is similar to the clipping mask in Photoshop. Please use the master branch if you want to test it.
#b3d
This is the node setup for projecting uv from another object. Since geometry nodes run on vertex, you need to add more subdiv levels to get more precision.
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Real-time, GPU-driven, 3D Contour Curves, both visible & hidden lines.
Once I couple this with contour-adaptive remeshing and my old 2D contour curve algorithm, this will be the most powerful lineart renderer ever existed.
Now
#ucupaint
can use backface as a mask. Be aware since backfaces are sharing UV space with front faces, you won't be able to bake the channel into a single texture.
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I was in charge of modeling Merryweather's 3D model as part of Mofu Workshop!
Congratulations to Merry on your 3D debut!! It was really fun and sweet🐶
Original 2D design by @.yuniiho 🩷
Just realized my latest model won't work with radeon GPU because I used too many UDIM images, the limit of radeon GPU is apparently just 12 UDIM images 😭
#b3d
@weilunart
My ucupaint layer setup looked like this. I use seamless two fishnet textures, one for the color and roughness, and one for the normal/bump map.
@zhukov181
For example, in my model, I use three uv targets since I use 3 textures. This is how they look when I debug them. As you can see the uv is kinda blocky, that's why you need to add more levels to your subsurf modifier to be smoother.