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Vertex painting is far too soft for me: enter image description here

I'm looking to paint something more like this (not exact, but close enough):

enter image description here

Instead of smooth interpolation, color interpolation should be done on a per-face basis and not smoothed between faces. And if possible I would like to paint faces, not vertexes.

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  1. Select faces in Edit mode
  2. Switch to Vertex Paint mode and press Face selection masking for painting button (3D view -> bottom panel -> button with cube icon (next to layers selection) enter image description here
  3. Press ShiftK to fill selected face with the selected color.

enter image description here

This way, you can also normally vertex paint your model but painting will be limited to selected faces only.

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    $\begingroup$ I found your answer really helpful! As a test, I assigned pure red/green/blue to different faces of a mesh, and set each of those RGB channels to mask in a different procedural texture for bump/displacement. This technique will be useful for projects where just a few properties of a material need to be different for certain mesh faces. Of course UV mapping works too, but then we get concerned with what the unwrap looks like, and it's dependent on a texture... this just feels simpler and cleaner for certain use cases. Example blend. $\endgroup$ – Mentalist Oct 30 '20 at 6:47

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