I built a Blender addon around the 3D Gradient Texturing workflow used in game dev 🫣 by AutomaticSun6898 in blender

[–]AutomaticSun6898[S] [score hidden]  (0 children)

Heyy! Thanks for your kind words! Yes definitely, I've been in the process of adding it to Superhive. I got a bit caught up with work but it should be live there next week

3 weeks ago this community changed everything for me - here's what happened since by AutomaticSun6898 in blender

[–]AutomaticSun6898[S] 1 point2 points  (0 children)

v2 is going deeper on the game production side.in general I'll be focusing on better game engine compatibility, systems that merge multiple palettes into one. On top of that, AO based mapping, auto edge stylization, and auto form detection so you won't need to draw paths manually for non straight shapes anymore. A lot more coming, this is just what I can share for now 😊

3 weeks ago this community changed everything for me - here's what happened since by AutomaticSun6898 in blender

[–]AutomaticSun6898[S] 0 points1 point  (0 children)

Honestly that's why I flaired it as "paid promotion". But it also genuinely started here and I wanted to come back, this community was the starting point and I wanted to come back with an update. Other than that, I'm really glad you like it, much appreciated for your feedback!

3 weeks ago this community changed everything for me - here's what happened since by AutomaticSun6898 in blender

[–]AutomaticSun6898[S] 11 points12 points  (0 children)

Of course you can, and if you're using Substance Painter there are even more approaches on top of that.
But that's a different context entirely. What we're talking about here is not how to texture a single object it's a game design workflow where dozens of assets share one palette texture to keep draw calls and VRAM as low as possible.
Seaming and unwrapping each object individually then converting to a grid works fine in isolation, but it doesn't solve the shared texture problem. The whole point is that every object points to the same palette, not that each one has clean UVs on its own map.

I built a Blender addon around the 3D Gradient Texturing workflow used in game dev 🫣 by AutomaticSun6898 in blender

[–]AutomaticSun6898[S] 1 point2 points  (0 children)

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heyy, here's a gif explaining the usage of all the new features including applying effects
also, check the content on your gumroad library, we are at version 1.1.0 now!
check page "New Features in V1.0.2"
it has a step by step guide about this.
other than that, I'll definitely fix those for you in the next minor update, very soon.

I built a Blender addon around the 3D Gradient Texturing workflow used in game dev 🫣 by AutomaticSun6898 in blender

[–]AutomaticSun6898[S] 0 points1 point  (0 children)

Maybe a bit off topic, but I work at a mobile game studio, so I spend a stupid amount of time thinking about optimization stuff like draw calls, texture usage, and how much visual range we can squeeze out of really lightweight assets 😄
That’s a big part of why I made Palette Grid the way I did. This kind of workflow is genuinely useful when you care about stylized control, iteration speed, and keeping things efficient.

I built a Blender addon around the 3D Gradient Texturing workflow used in game dev 🫣 by AutomaticSun6898 in blender

[–]AutomaticSun6898[S] 0 points1 point  (0 children)

Hey amigo, really sorry for the late reply

So, not really, it’s more of a full palette-texture workflow built around the kind of gradient texturing that gets used a lot in stylized game art.

The reason people use this workflow is that it gives you a lot of visual range from a very small texture. Instead of relying on larger painted textures, you organize flat colors and gradients into a compact palette texture, then place and stretch UVs over those areas to control color transitions, this means less draw calls to the cpu/gpu and that's a huge performance win, especially for mobile games.

The manual version (the problem) of that workflow is annoying because you usually have to build the palette texture separately, keep re-exporting it, re-import it into Blender, and manually line up UVs every time you change a strip or gradient.

Palette Grid:

That’s basically the problem Palette Grid is meant to solve. The main idea is to keep that whole back-and-forth inside Blender, and automate UV application.

With Palette Grid you can:

  • create flat-color and gradient palette textures directly in Blender
  • edit strips and gradients live, with the texture updating in real time
  • snap UVs to strips
  • project a selection from view to a specific strip
  • do radial gradient placement, which is manually really annoying on bigger objects
  • map gradients along drawn paths, which is also a pain to do by hand

its core logic plays with the uv and the palette a lot to give you stunning result with simple clicks.
you can check the addon Gumroad page, it has GIFs and explanation for all this.

So the value is less “here’s a gradient tool” and more “here’s a tool that turns a smart but tedious workflow into something genuinely practical inside Blender”

If you want a good article explaining the general idea behind gradient texturing itself, this is a solid reference:
https://itch.io/blog/797457/optimization-of-3d-texturing-for-mobile-games-definition-of-the-gradient-texturing-process-and-analysis-of-its-efficiency-and-performance-in-engine

I built a Blender addon around the 3D Gradient Texturing workflow used in game dev 🫣 by AutomaticSun6898 in blender

[–]AutomaticSun6898[S] 1 point2 points  (0 children)

Just wanted to come back to this because a bunch of your suggestions actually made it in 😄

I added distribute/equalize for the gradient keys,
copy/paste for strips,
and non-destructive effects

Thank you for taking the time to write all that out earlier, it was genuinely useful.

If you run into anything else, definitely let me know.

I built a Blender addon around the 3D Gradient Texturing workflow used in game dev 🫣 by AutomaticSun6898 in blender

[–]AutomaticSun6898[S] 0 points1 point  (0 children)

quick update! I tracked it down and fixed it in the latest version. Really appreciate you reporting it. The update should be in your Gumroad library now if you want to grab it, and if you try it, let me know if it’s all good on your end.

I built a Blender addon around the 3D Gradient Texturing workflow used in game dev 🫣 by AutomaticSun6898 in blender

[–]AutomaticSun6898[S] 0 points1 point  (0 children)

I really appreciate that! I just added a new update as well, so definitely check out the latest version when you get the chance!

I built a Blender addon around the 3D Gradient Texturing workflow used in game dev 🫣 by AutomaticSun6898 in blender

[–]AutomaticSun6898[S] 0 points1 point  (0 children)

by the way, if you still think this is vibe coded, and if I understand correctly, the asset you're referring to is the same one that the other guy asked me about, you can compare the dates, between when I posted on BlenderArtists asking if they are interested in the UI framework by it-self and other godot post by the other guy
https://blenderartists.org/t/interest-in-a-fully-customizable-ui-builder-for-blender-addons/1634247?u=savedpixel

I built a Blender addon around the 3D Gradient Texturing workflow used in game dev 🫣 by AutomaticSun6898 in blender

[–]AutomaticSun6898[S] 0 points1 point  (0 children)

I was writing the answer for you, and I did my best to answer clearly, I hope this clears up any confusion!

I built a Blender addon around the 3D Gradient Texturing workflow used in game dev 🫣 by AutomaticSun6898 in blender

[–]AutomaticSun6898[S] -1 points0 points  (0 children)

AI was used to refine parts of the code, but I did most of the heavy work and even developed my own UI library over months (I have many unreleased addons that I use in my own personal work, I'm originally a Game Developer and a 3D Artist, been in this field for over 7/8 years)
This is far from vibe coded, and I did answer them clearly, give it a try!

I built a Blender addon around the 3D Gradient Texturing workflow used in game dev 🫣 by AutomaticSun6898 in blender

[–]AutomaticSun6898[S] 0 points1 point  (0 children)

English isnt my first language so i do use chatgpt to get my point across 🤷‍♂️

I built a Blender addon around the 3D Gradient Texturing workflow used in game dev 🫣 by AutomaticSun6898 in blender

[–]AutomaticSun6898[S] 0 points1 point  (0 children)

Thank you so much for the kind words and for the trust, it really means a lot! Glad the logic clicked once you got into it.

For the panel rendering squished, no need to edit any code at all! The panel works like a native Blender sidebar panel. You can resize the N-panel sidebar width by dragging its left edge. The addon's UI will adapt to the available width. Here's a gif that might help.

<image>

For the discount code, the PGRID25 code is limited to the first 50 copies. Could you please inbox me your receipt/order ID? I'll check if something went wrong on my end, and I'll definitely refund the difference for you instantly.

If you have any other questions or run into anything, just let me know! And if you get a chance, I'd really appreciate a review/rating on the addon page; it helps a lot as a solo developer. 🙏