You can find the color picker by clicking on left or right Brush Color rectangles.
A faster way will be using S keyboard shortcut to sample color under the cursor location in 3D window or UV/Image Editor.
Masking using 'Face selection masking for painting' option.
Enable the Face selection masking for painting option. Press A to display the grid and select faces you want to paint using RMB.
Masking using painted stencil.
In Uv/Image Editor add a new image, change its name and set its color to white.
Paint the areas where you want your texture to appear ...
You need to save the image texture to an image file F3 (Menu: Image / Save As Image) otherwise all changes are lost. Blender indicates an unsaved texture in the UV-Editor with an asterisk at the Image Menu Item.
Another option would be to pack the image into the .blend file.
If the brush default loaded under the Texture Paint Tool and Workspace tab is TexDraw, then the brush tries to paint with a texture. If no texture exists, it paints with a plain black square, which leaves no trace because the default color of the image texture is also black.
If that is the problem, you need to delete the texture. Then it doesn't use a ...
The paint modes named Add Alpha and Erase Alpha may be what you are looking for.
If you are using a pen tablet then you can use the pen eraser to use Erase Alpha without having to change the blend mode in the UI. There does not yet seem to be an alt key press that allows the pen eraser to toggle between Erase and Add.
Personally, I think the better way, ...
I guess you have this issue on Blender 2.8 because you're using the default Left click select keymap?
First things first:
In order to enable the face selection masking, push down that little button in the viewport header:
Then, in order to select the faces you want to paint on, use the ⎇ Alt LMB. You can also access some selection tools, like Border ...
Two steps would help to solve what happened in your case:
Set the Alpha percentage of Overlay to some non-zero-percent value;
Press Reset Transform button right behind the texture selector.
As shown below.
Btw, your texture stencil is on the upperleft corner of the 3D Viewport, which can be seen if you maximize the 3D view.
Shortcut tips when working ...
Go to edit mode
select the faces you want to paint on
Turn on texture painting, in the header of this window turn on the button named "face selection masking for painting", an icon with a cube with a face red/white
choose the "fill" brush
clic on a face
Use "shift" key to select/deselect faces without entering edit mode
Blender paints within a circular brush, you can use an image like a stencil when painting to get different shaped brushes.
When you create a image to be used for a brush there are a few things you need to keep in mind. When you have a square image, blender's brush will only paint within it's circle and that circle will be contained within the image ...
Blender's painting tools are limited to simple brushes and textures. The easiest way would be to open the image in an image editor and add text to it.
You could open an image with text on it and use it as a stencil texture to paint it onto your mesh.
For a hacky workaround you could add a text object, convert to mesh, use a boolean modifier to cut it out ...
I'll show the most simple way to bake a normal map and then convert it to another format so that it's more widely compatible with game engines.
I am leaving out ALL theory and best-use scenario information since this topic almost always seems to cause arguments for some silly reason.
I'll just show how to bake an Object Space map and then convert it into ...
Change the snapping from increment to vertex
Select an island with L
Choose one of the vertices on the island and match it to the corresponding one on the other island
If they are not aligned due to rotation, continue with these steps
Select the vertex that matches the island you are aligning to.
Use Shift-S to snap the cursor to the selected vertex
Maybe you accidentaly changed the paint stroke method to Line. Press E in the UV Editor window and change it to Space or do it in the Paint Stroke panel.
For other useful shortcuts please see this answer: Can I paint a texture within the UV viewport?
It has nothing to do with the painting per se.
First, you need to paint the emission map of your shader :
Make sure to use black as blank color when creating the texture, so it doesn't emit light when nothing is painted.
I don't use the Principled BSDF's emission here because there's no strength input.
The glow itself comes from his viewport which is in ...
You must create an image first. Click the new button at the bottom of the image editor to create a new image.
Before you can paint you will also have to assign that image to the object.
In BI select the image in the image editor while in edit mode, so that the UV map is displayed.
In Cycles add a texture node to the object's material,...
These look like jpg compression artifacts. jpg is a lossy format, which means that the saved image is not exactly what it was originally (the difference depends on the quality setting the file was saved with).
The advantage to lossy compression is that jpg files are typically very small compared to lossless formats. However it's not the best format to use ...
I'll show you the method, which does not work exactly like the one you mentioned (Ctrl+Left Mouse Click) but may be useful for you.
In Uv/Image Editor change the Mode to Paint.
Place the cursor in the Uv/Image Editor window and press T. It will display the Tools panel on the left. Choose the clone brush and an image, which will be the source for cloning.
In Node Editor Add two color textures (Image Texture nodes), set one as Color and the other as Non-Color Data. Connect the second one to the Height input of the Bump node (set the Strenght as you like). Plug it then to the Normal input of your Diffuse node.
BLENDER INTERNAL RENDER
Add two identical textures to separate texture slots. Call the second ...
You can use a fur texture in Texture Paint mode, with a Draw/Stencil brush (unwrap your object with the Smart UV Project option, give it an Image Texture with an image that you're going to paint on). Make sure that the Blend is set to Mix with a white color, you can also choose Hue and choose a color to give your texture some coloration. When you've painted ...
I found a partial answer. If you want to keep the tile size same while texture painting, you should paint textures only inside of the UV editor.
Unwrap your mesh.
Change your view to the "UV/Image editor".
Select "View" and change it to the "Paint".
Then go back to the "3D View" and select the "Texture Paint".
Go back to the "UV/Image editor" and now you ...
Weight Painting, Texture Painting and Vertex Painting are all completely different.
Weight painting directly modifies vertex groups, which can be used to designate areas of an object (such as where you want hair to grow).
Vertex painting allows you to color the individual vertices. This technically could work, however if you have a low-poly model it's ...
Create object(s) close to the surface of the painted object (UV unwrapped object with a texture).
Add various materials on different parts of the shape object.
Add Subdivision Surface modifier with 2 or more subdivisions.
Make creases where it is necessary to preserve sharp edges of the shapes.
Add Shrinkwrap modifier with Target set to painted object and ...
My guess would be that you haven't saved the image after texture painting and/or reloaded it so Cycles isn't seeing the updated texture yet.
If you are in texture paint mode you can choose 'Save All Images' from the 'Slots' tab of the toolbar to save any edited images to disk:
You can then reload the image node in the node editor by selecting the image ...
When creating your texture that you are going to paint to, increase this number. (smaller is lower resolution, larger will allow for more detail) It is a good idea to keep powers of 2, such as 1024, 2048, 4096, 8192 Etc.
In your case, when you already have an image made, you can adjust the size of your image in the tools panel of the UV/Image Editor
It is easier and more intuitive to paint a height-map, then convert it into a normal map:
There is GIMP normalmap plugin, Photoshop plugins like xNormal, apps like CrazyBump and a lot of others. These all can do the conversion. Also, it can be done through Blender Baking.
If you already have a normal map, and you need to add to it, you can combine normal ...
From your screen it seems to me you use Sphere object (not IcoSphere).
Blender basic objects are unwrapped automatically. Image node is also automatically mapped with UV coordinates.
For the country flag you can use UVmap generated by default (when object is added).
Switch to UV Editing layout, in 3D view switch to edit mode, select all vertices
in UV ...
You can use Texture node, which is supported by the texture paint system, too. Actually, it can be much more powerful than just inverting colors.
Open a Node Editor. In the header, switch the Node Type to Texture, and the Data Type to Brush;
Add an existing Texture or Image node, link it to an Invert node before Output. As shown below.
It really depends on a lot of things, what you're texturing, how much more work you have to do on it, etc, but the workflow I generally find useful is as follows:
Finish all the modeling
Unwrap the mesh
Use the texture painting features in Blender to paint really basic colors onto the model (this gives you a "map" of sorts, which makes the next step easier)