I am working on a little project that requires me to create a lot of low-resolution artwork on various sort-of basic geometry. For example a house would be just a cube with a triangle on top for the roof. Now I want to paint my pixelated texture tiles onto the surface of this object.

What I am doing right now is unwrapping the UV coordinates of the given object onto a map of sufficient size and then use the stencil texture painter to project my 2D artwork onto the surface of the object. This however is very tedious and although Blender 2.8 is a giant leap towards a more user friendly interface I am not satisfied with the workflow I'm currently following.

For instance, I would like to project the stencil already aligned with the given face normal instead of using the screen space for that. Is this possible? I could not find any option or documentation on this. This is also especially annoying when the mapped texture isn't aligned to the XYZ grid at all.

I'm also having trouble with the preview image of the stencil (the transparent one that is projected to the viewport). Because I am doing 8-bit texture mapping I really much don't want any kind of texture interpolation as it destroys the effect intended. I found out how to actually paint nearest-neighbour interpolated textures, but the preview itself is very much blurred. I am avoiding this in a way by using up-scaled images, but that complicates the drawing process even further.

Last but not least I am struggling with tile alignment. I did not yet find a way to easily align stencil tiles next to each other without any kind of distortion or gaps. Is there some kind of grid or snapping tool I can use while painting? I couldn't find any.

Perhaps I'm doing it completely wrong. In this case I would love to read some suggestions on how I could achieve this kind of task in a more straight forward way. I'm also very much open to try plugins, both free and commercial, or anything that might help increase productivity.

Thank you for any advice!


As requested I've attached a couple of images to demonstrate the problem.

First off, this is how i am painting the textures (obviously from screen-space):

enter image description here

Well, this is not actually what I am doing but it demonstrates the issue as I really like the texture not to project from screen space but rather aligned with the normals of the surface which would allow me to draw "across the edge" without any gap or distortion.

The next one shows the issue with the stencil itself:

enter image description here

As you can see its really hard to draw pixel perfect as the stencil is interpolated smoothly. I like this to be nearest-neighbour if possible.


There seems to be a similar mode in sculpture painting called "Area Plane". From my understanding this is allowing sculpturing on the mesh surface instead from view projection. If that would be true this is exactly what I am looking for in terms of texture painting. Why is this option not available there?

  • $\begingroup$ Can you show some screenshots of what you mean so that we can respond correctly? First thing in my head is that if you want pixelated texture, you should really use small images that will naturally appear that way. $\endgroup$ Oct 15 '19 at 0:12
  • $\begingroup$ Thank you Craig for commenting my question. I've attached two screenshots to hopefully describe the situation. As for small images: Yes, I agree. The reason I am not doing this is because of the blurred stencil effect demonstrated on the second image. I did not find a way to get around this. (By the way the stencil source image on the screenshot actually is an unscaled 1:1 version) $\endgroup$
    – aaaargh
    Oct 15 '19 at 16:57
  • $\begingroup$ Probably not available -yet- because the paint system was designed around the Image Editor first, and not for the 3d view until a GSOC project over a couple of years brought us the 3d viewport texture painting. I have to ask why you can't just select the faces you intend to paint and then use the stencil in the UV Image Editor on the corresponding face? Or just map the image to UV and use it as a texture? $\endgroup$ Oct 15 '19 at 17:15
  • $\begingroup$ Sorry, but still not sure to understand what you want to do... well was about to write nearly the same as @CraigDJones just commented. $\endgroup$
    – lemon
    Oct 15 '19 at 17:18
  • $\begingroup$ No need for being sorry, I guess I'm just not great at explaining this stuff. Anyway, allow me to try another explanation of what I'm struggling with Imagine the tileset in the screenshots would be parts of a building instead. In the good old days i would pick a wall and place it many times on a grid next to each other, maybe a window here, a door there... I'm sure you know what I mean. Now in Blender i don't seem to have any grid or axis to lock my tiles to, so i have to be very careful not to create gaps. Also I don't want any distortion in perspective, just a plain mapping on the surface $\endgroup$
    – aaaargh
    Oct 15 '19 at 22:49

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