Color without UVs

Billy McDaniel
A free video tutorial from Billy McDaniel
Indie Video Game Developer
4.6 instructor rating • 10 courses • 13,632 students

Lecture description

In this lecture, you will learn that it is possible to colorize your 3D video game objects without applying any UV Mapping. By the end of this lecture, you should have a pretty good idea whether you really need this course or not.

Learn more from the full course

Learn UV Unwrapping with Blender for Unity 3D Game Design

Learn the art of UV Unwrapping for Texture Mapping your own video game models using Blender 3D for Unity Developers

09:06:45 of on-demand video • Updated October 2019

  • UV Unwrap just about any model from a simple cube to just about anything under the sun
  • Understand why some techniques are more effective than others through demonstration
  • Get plenty of hands on experience with problematic models you might encounter in real world situations.
  • We'll go through each of the various unwrapping tools exploring what each tool does and when to use them.
English [Auto] Before we get swept away into the world of U-V unwrapping I want to show you that it's possible to add color to any model without actually unwrapping it squared and create the monkey head. So this is Suzanne the monkey head Blender's mascot. And she's going to be our test subject for adding color without Uvas. Now you can do this in both blender render and cycle's render. It's mostly a preference but I do want to point out that if you do it in Blender render you're going to see the color all the time it's always going to be on the monkey. So it doesn't matter which mode you're in solid textured material. You always see the color. So I prefer to go in cycles render. Now the reason why I choose cycles is because I find it's more compatible with unity. I don't know if that's absolutely true because I haven't fully tested it but any time I export my models and then import them into a unity I always use cycle's render and I've never had any problems with them. So I'm going to recommend cycle's render for this. So let's go ahead and jump into the materials to have this icon over here. And I want to go ahead and create a new material. Keep an eye on this list here. If you have a lot of materials you're going to want to reuse as many materials as possible to save on you know having all that extra stuff going on behind the scenes. You can always be conservative and make your game run more efficiently by just streamlining things like this. I want to go ahead and rename this brown and choose Brown from the color picker that looks like a good monkey Brown to me. You won't see any color on Suzanne until you change this to the material and viewport shading. Now you can see this beautiful monkey brown color. Now I went with Brown first because I wanted to fill in the entire model with Brown. I just didn't want to have to bother trying to select inside all these little crevices and stuff. So I picked the color that was going to fill in pretty much most of what were painting first. You'll notice that there is no longer an add new material button. Now we actually have to click on the plus side to add a new material slot. Now that the slot is added and I have it selected I can click to add new material and repeat. I'm going to go ahead and create all my materials first and then we'll go and assign them. So I don't need white for the eyes. I'm going to need black I guess for the pupils and will probably color the mouth which will be like a pink color I guess. I'll take a moment and one by one associate these colors with the color picker. So I don't want to have bright white I'm going to bring this down a little bit just a tiny bit black. Same thing I don't want to be solid black men to come up a little bit from black and pink. I want to be a nice bright pink. All right all my colors are basically configured and you can see them all on this list. I just want to point out if I were to add another material to this list right now would say add another material and just for example would say I had forgotten or didn't realize that I had already created a brown bear any color that's already been created. And I named this brown. Watch what happens to the previous Brown. It renamed it. Now not only did that to demonstrate the renaming. Of course you would never want to have the same color brown in the same object but you might want two different shades of brown and if that was the case you might consider naming one like light brown and the other one dark brown for example. You don't want to have names like Brown does 001 because it's going to be very difficult to understand what's what later. And not only that this list is going to be full of materials and eventually a lot of materials will start looking like each other. The names are very important because they'll also be carried over into unity. I don't want to delete this Brown I want to save it but I want to get rid of that brown. I have a couple of choices right now I could either undo or I could clean this up manually. Of course we all know how to undo. So I'm going to do is clean this up manually just to kind of demonstrate what you would have to do if the UNDO was no longer available. So what I want to do is just get rid of this brown. And notice that this name is still there. I want to restore that name so I'm just going to take the 001 out of there. Pretty simple. And now you can see that this list still has a brown 0 0 or 1 in it. Which is kind of bizarre and a little confusing but that's the brown that I deleted when I renamed this one. It renamed the one that I deleted to but 0 0 1 so the active renaming this renamed that one. But this list does not forget all of the materials you create and tell you close blender. I'm going to demonstrate that right now. OK so just keep in mind we have two Browns on the list. One of them is not being used and one of them is. I'm going to save this file so save as Blendr rendered test. Say it was wonderful going to close blender. Now this file has been reopened and you can see on the list that Browncoat 0 0 1 has been removed as far as I know that's the only way to remove the unused materials from this list. So all we need to do now is assign the colors to the geometry. We can do that in edit mode. Salminen unselect all use my face selection tool and link select just the eyes like that choose white and click on the assigned button on select all and use my lassoes select tool which is control and I'm using my left mouse button to draw a little lasso there to lasso select just the pupil part of the eyes. So the black material and choose a sign will do the same thing with the mouth pink a sign. It's actually pretty easy to paint like this. If this is all you need then it's kind of nice knowing that that's really all you have to do. If you wanted to have more control over the outlines of these colored shapes of course what you could do is come in here and either create new edges or manipulate existing ones so that you can change the shape of this color island something like that. I would probably go the extra mile and maybe rescale these eyes so that they don't poke through the geometry like that. So maybe something like that and much better. I do want to point out that we are using cycle's render and to be able to see these colors. I have to be in material on the viewport shading of the texture. You won't see them. I go to solid. You won't see them only in material you put shading. So I hope you enjoy this lecture. Stay tuned. We're going to show you how to use seamless textures in the cube projection tool next to create very quick and dirty movies that are perfect for prototyping. I'll see you in the next lecture.