Your best bet is to use simple colors to paint points of interest on a UV map and then use those points of interest to monitor where your colors should go while in Krita. I don’t think it’s something a dedicated developer would do as it’d be like building an entirely new software. That being said, It certainly is possible if Krita were willing to build a 3D system inside of it, but that really sounds like something a volunteer would have to step up and try to do and prove it can work. It would probably make more sense to embed Krita’s paint program into Blender itself so Blender can handle the 3D display and Krita handles the 2D, at least incorporating it’s layer and brush engines, but I don’t know how feasible that would be and not to mention, it would feel like Krita installing itself into blender. In the same way that Krita can use layer masks to manipulate colors and generate special effects without changing the background details. The issue is Blender mostly relies on it’s very advanced shader system to determine colors and details on a model that are generally more efficient than manual coloring. Thus for this to be possible in Krita, they would have to develop a 3D editing engine that could at least cut seams out of a mesh and convert it to a 2D map they could place over the canvas and then you would color in the map and see that color happen in real time on the mesh.Īs for if this feature is really useful though (hate to put it this way), the answer may be “probably not worth it”. It’s a lot like virtual wrapping paper in a sense. Though you have to consider the UV mapping of 3D models since textures have to be mapped to a 3D plane face by face in order to be painted on (the texture takes the pixel coordinates and places the pixel on the 3D location that corresponds). I did think about this concept of incorporating Krita’s painting system and Blender’s 3D modeling system (since Blender’s 2D system is very basic and I don’t see it getting nearly as advanced as any dedicated 2D software).
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