Painting workflow¶
End-to-end paint pass on a placement: from selecting the target,
through brushwork, to bundling the result into the exported .esk.
1. Select the target¶
Click the placement you want to paint on. For a 3D model, that is the Mesh3D placement; the Designer routes brushwork to the model's albedo texture (or, if you choose, to a named mask channel). For a 2D shape, the brushwork goes to the shape's mask layer.
Verify the target in the status line: it reads "Painting into: butterfly.albedo" or "Painting into: panel.mask".
2. Pick a brush¶
B to activate the Brush tool. Hold B to open the Quick Wheel
and switch engine. Open Window > Brush Library for a full preset
picker.
Set:
- Size:
[/]. - Opacity:
Shift+[/Shift+]. - Color: click the color swatch in the Tool Properties dock, or Alt-click anywhere on the canvas to sample.
3. Block in¶
Lay down broad strokes first. The Wet Mix engine's "Watercolor Wet" preset is good for backgrounds and atmospheres; Round Stamp's "Felt Tip" for blocky base shapes; Airbrush for gradients.
Toggle to a low-opacity brush (Shift+[ a couple times) to keep
the block-in soft. You will tighten with a harder brush in step 5.
4. Refine with masks¶
A render-part mask narrows brushwork to a region of the placement. Activate one to keep yourself from painting outside the lines:
- Switch to vertex mode (
V) on a Mesh3D, or use a Region placement on a 2D shape. - Lasso the area you want paint to land in.
Mesh > Render Part Mask > From Vertex Selection(3D) orMesh > Render Part Mask > From Selected Placements(2D).- Resume painting; strokes outside the mask are ignored.
Clear the mask afterward with Mesh > Render Part Mask > Clear.
5. Detail¶
Switch to a harder, smaller brush (Round Stamp "Felt Tip" or "Hard Edge", size 4-8 px) and add the details. Tablet users: press more lightly for tapered strokes.
For mistakes, Shift+B swaps to Erase. Same controls as Brush. Toggle back with Shift+B.
6. Inspect¶
View > Toggle HUD (or 0) is on by default and shows the active
brush + size + opacity at the top of the View Panel. Zoom in to
verify edges at the resolution the framework will display them at:
press + (or scroll) repeatedly until pixels are visible.
If anti-aliasing introduces unwanted softness, lower the brush's
smoothing parameter in the
Brush Studio (engine-dependent;
defaults are documented in
Touch and dynamics).
7. Save¶
Painting is destructive on the placement's RGBA / mask. Saving the
project (File > Save) writes the painted state into the project
file (and into the live .esk folder if one exists).
The Project Explorer's History tab shows the brush stroke history (one entry per stroke). Undo as far back as you like; bookmark a state you want to return to with the ★ icon.
8. Export¶
File > Export > .esk Bundle writes the painted textures into
butterfly.esk/textures/<placement_id>_albedo.png (or the mask
equivalent for 2D shapes). The bundle's manifest.json records
which placement uses which texture so the framework loads them at
runtime.
You can also write only the painted PNGs without bundling the rest
of the project: File > Export > Painted Textures as PNG. Useful
when handing off a partial result to a teammate.
Performance¶
A typical painting session uses ~100 MB of GPU memory per painted placement (one stroke buffer + one history layer). For long sessions consider:
View > Flatten Brush Historycollapses the stroke history into a single state, freeing memory but losing per-stroke undo.- Painting on a downsampled proxy with
View > Use Proxy Resolutionhalves the working texture; export uses the original resolution.
See also¶
- Brush > Quick start: orient to the brush tool itself.
- Erase and Fill: the two non-brush paint tools.
- Magic Polish: AI cleanup of painted results.