I really like using these photoshop brushes from Kyle's Megapack.
http://www.kyletwebster.com/blog/2015/9/10/megapack-cheat-sheetsThey're packaged as brush/tool presets in Photoshop.
I know I can unwrap and texture the flat texture file in photoshop but I like directly painting on the 3D model.
Is there a way to do this? I currently use Blender (I know it's not as well loved here but I'm just a hobbyist). Blender's brush system is not as robust as Photoshop's and hand replicating each of those brush presets would be a pain in the ass.
Are there any standalone applications or plugins for blender that would allow me to convert PS tool/brush presets into brushes? Or are there any PS plugins that would allow me to hand paint my textures on a 3D model inside PS using my beloved tool/brush presets?
I tried my hand at Quixel just now, and it's very interesting but it seems to be primarily focused on the PBR and painting normal/specular maps and baking, and I'm really looking to do some handpainted texture type look.
I also briefly looked at Photoshops "3d view" since I remember that's a feature they've been trying to implement more lately. And it turns out that you can apparently paint on the 3d model directly in photoshop now? If that's true, then why isn't photoshop for texturing more common? Why do all the videos I see showing this feature seem to be kind of crappy? Is this actually a decent way to texture 3D objects using PS brushes or is there something I'm missing? I don't have the extended version of PS right now so I can't try out the 3D features, but if it's possible for me to paint my meshes in PS using my brushes, then I'd consider buying the new CC in order to do that. I'd be curious to hear other people's thought though, on this technique or if there are alternatives I don't know about?
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Photoshop's 3D painting mode is fairly bad because:
- It uses non-standard controls. A minor point but it feels very clunky and hard to navigate compared to other apps.
- It doesn't project brushes correctly. It gets worse when you encounter a hard edge or UV seam.
- It is not very responsive, it's slow to apply paint.
However, it is very convenient for you if you do not wish to migrate your brush options.Alternatively you try another painting application that allows you to paint on 3D Meshes. Some of them in no particular order are:
- Zbrush - Only painting on Vertices, you'll need to heavily subdivide your mesh then bake this in xNormal, still very popular
- Mari - Fantastic Photoshop-esque painter, is a very powerful 3D paint app, first choice tool for the VFX industry.
- Substance Painter - Another fantastic 3D painter, very popular with lots of tutorials and support. They also primarily support PBR but it's easy to change this.
- 3D Coat - I haven't tried, but version 4.0+ seemed to really improve the texturing work
- Quixel - You already mentioned it but it's completely possible to do stylized textures in it, so maybe just check around a little more
All of the applications I just mentioned support Brush Alpha's and robust options such as spacing or flow that allow you to recreate the brush from Photoshop.Hope this helps. All the best!
I don't think you can import PS brushes directly to SP, but you can import alpha (that you can capture from your PS brushes), then use it in SP.
BTW, Mari is another 3d painting software, but it is out of the price range of most of us here as individual.
From everything I've seen 3dcoat is a top choice for handpainted-style texturing, probably followed by Substance Painter. I was curious if 3dcoat could import PS brushes directly (looks like it can) but I also found this tool in that search, which would speed up exporting alphas from an .abr, which is pretty cool and universal.
Though in the end, the brushes themselves don't really matter that much, In any of these apps you can create something that looks more or less like those, and many have presets that fall close to what you see in packs like the one you linked. The only caveat there is specific 'wet' effects like ink or watercolor. Unless your style is really bold with contrasting brushstrokes, most of the finer points of these brushes are going to get a little muddied/blurred/mipmapped into small smudges when viewed in the average 3d scene. The finer differences between Ultimate Pastel, Real Oils Sargent Fat or Natural Feel Hurry won't be so prominent in a typical texture.
I'm going to look into Mari for fun. I've tried 3D coat a long time ago but I think I'll take another crack at it (I also want to retry it's voxel sculpting. I got into 3D modeling because I was interested in VR, and the best VR sculpting experience right now is Oculus Medium imho and it's voxel based so would be interesting to see how 3D coat handles that stuff. ) I've also been planning on trying out Substance Designer, though like Quixel I was kind of intimidated by the PBR workflow. I want to use PBR stuff in my stylized work, it's obviously really powerful to be able to access separate specular and glossiness maps etc but all the tutorials I've found are so hyper focused on photorealism that it's been hard for me to figure out how to approach this stuff. Though as Throttlekitty pointed out the mipmapping etc is probably going to decrease the differences etc between brushes.