Table of Contents
In this exercise we take a look at painting a Minecraft style frozen dirt texture using Blenders Texture Paint tools. First the default Cube is edited to include a temporary Generated image. The mesh is then fully UV unwrapped and mapped before painting can then be done switching the Texture Paint workspace. Once the 16 x 16 pixel image is painted it can be saved for further use.
Duration: total c. 15 mins (00:15:00).
Design note: generally speaking painting Minecraft style images using Blender shouldn’t present any issues, the below however, should be kept in mind;
Texture Paint layout is split down the centre, Texture Editor to the left of the centreline, 3D Viewport on the right. The Editor displays the texture/image being painted to, the 3D Viewport, the object the image is mapped to – this is why correct UV unwrapping and UV mapping is important to sort out first. Both areas provide access to the same basic texture painting tools  though their presentation may differ. Additionally, Properties  may also show the Tool panel, which similarly displays the same core options organised appropriately for the panel. For Minecraft style texture painting, i.e. painting 16 x 16 pixel images, any tool set can be used to paint the image.
In Texture Paint workspace the 3D Viewport renders the scene in Solid mode, with specular highlights, and the texture being painted visible instead of the normal flat-lit grey clay material. As this can make it difficult to properly discern image data as its painted specular highlights should be disabled and/or Viewport Display should be switch to Material Preview instead. To turn off highlights, in Shading  options click the Specular Lighting checkbox  to clear and disable. TO switch render mode click the Material Preview icon in the header as normal.
Texture Paint uses a modified version of Solid mode that includes specular or shiny highlights that can interfere with colour assessment. This can be disable in Shading options  clearing the Specular Lighting  checkbox.
Times are approximate;
– 00:00 : Material & UVs
– 05:00 : Texture Painting
– 11:00 : Image Save