Blender Texture Painting: Place Any Artwork Anywhere on Your 3D Model | Ken Mbesa | Skillshare

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Blender Texture Painting: Place Any Artwork Anywhere on Your 3D Model

teacher avatar Ken Mbesa, Web Designer | 3D Artist

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Intro

      2:01

    • 2.

      What is Texturing

      5:41

    • 3.

      Texture Paint Workspace

      1:39

    • 4.

      UV Unwrapping

      7:18

    • 5.

      Flower Vase Texture Painting - Part 1

      12:58

    • 6.

      Flower Vase Texture Painting - Part 2

      7:29

    • 7.

      Your Project

      7:25

    • 8.

      Next Steps

      1:40

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About This Class

In this class, you will learn how to place any artwork, graphic, or pattern directly onto a 3D model using Blender’s texture painting tools.

If you’ve ever wondered how artists add logos, decals, graffiti, illustrations, or complex graphics onto 3D objects, this class will show you an easy but powerful technique called Stencil Texture Painting.

With texture painting, you can project images onto the surface of a 3D model and place them exactly where you want them. This makes it possible to turn any 2D artwork into surface graphics on a 3D object.

In this class, you will learn how to:

  • Understand what texturing is and how it works in Blender
  • Prepare a model for painting using UV unwrapping
  • Use Blender’s Texture Paint workspace
  • Project artwork onto your model using stencil masks
  • Paint logos, graphics, patterns, and illustrations directly onto the surface
  • Save and manage your painted textures properly
  • Render your final textured model

This technique is extremely useful for many creative fields, including:

  • Stylized props and vehicles
  • Product design and branding
  • Game assets
  • motion graphics
  • Illustration and concept art
  • Decorative models and creative projects

To make the learning process simple and fun, we’ll texture-paint a flower vase, inspired by the vibrant, expressive artwork.

By the end of the class, you’ll be able to take any image or artwork and place it anywhere on your 3D model.

This class is beginner-friendly and perfect for:

  • Blender beginners and intermediate users exploring texture painting
  • Illustrators and graphic designers experimenting with 3D
  • Artists who want to decorate 3D objects with their own artwork
  • Anyone curious about adding graphics and surface art to 3D models

Meet Your Teacher

Teacher Profile Image

Ken Mbesa

Web Designer | 3D Artist

Teacher

My name is Ken.

I'm a web designer, creative educator, and digital entrepreneur with over a decade of experience in visual design (Web Design, Graphic Design, and Video Editing).

Over the years, I've helped thousands of everyday creatives, small business owners, and aspiring freelancers take control of their digital presence by teaching practical, no-fluff web design skills using tools like WordPress, Elementor, Forminator, and WooCommerce, with no coding required.

My goal is to keep things beginner-friendly, practical, and focused on helping you get real-world results. If you're building your first website or launching a fully functional online store, I'll walk you through the process step-by-step with clarity and confidence.

Beyond web design, I'm a... See full profile

Level: Intermediate

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Transcripts

1. Intro: And welcome back to another awesome Blender class with me. Ken. Now, I have a question for you. Have you ever wanted to take your logos, graphics, graffiti or illustrations and place them directly onto a three D model in Blender. Maybe you've seen some stylized vehicles or props or game assets covered in decals and cool artwork and wondered how the artists placed those graphics exactly where they want them. In this class, I'm going to show you one of the simplest and most powerful techniques for doing that using Blenders stancil texture-paint tools. Texture-paint allows you to project images directly onto the surface of a three D object, almost like using a projector or stencil, so you can place artwork anywhere on the three D model. And this gives you a lot of control. With this technique, you can add graffiti, decals, logos, stylized props, vehicle graphics, product branding, and any artwork you have onto your three D models. In this class, you're going to learn what texturing is and how it works in Blender. How to prepare your three D model using UV and wrapping, how to use blenders texture-paint, workspace, how to project artwork using stencil masks, and how to save and render your finished textured model. For our class project, you're going to decorate a flower vase using your own artwork, decals, and graphics. You can use images from texture websites or even artwork you've drawn or painted yourself. By the end of this class, you'll be able to place your artwork anywhere on your three D models. So if you're ready to get started, let's jump right in. See you in the next lesson. 2. What is Texturing: When we create three D models in Blender, they usually start out as simple gray shapes. The geometry defines the shape of the object, but it doesn't define how the surface of the object looks. And so the visual appearance comes from shading and materials. So we want to take a moment and remind ourselves of how we add materials to an object. So we have this cube right here inside Blender. This is a brand new project. If I want to add materials to this cube, first of all, I need to switch to the shading mode. And of course, now this switches automatically to the material preview, so we can see materials. And as you can see, our material has automatically been added to our cube because we cannot change the appearance of this geometry of this cube without first of all, creating a material to it because everything that is going to be visible on the surface of this cube is stored inside this material, called material. We can rename it to my material. So we can have multiple materials. And this specific Momial material is going to hold the specific colors within surface appearance, we're going to define here. Now, with this cube selected, of course, I can see myomaterial here. One way to add details to the surface of any object is to use texture. So if I hit Shift A and go to texture, as you can see, we have several textures. I can use Voronoi texture. And place it right there. And immediately it starts rendering this, and I can adjust the scale and detail and all these things. That's one way to apply surface details. You can create rubber, you can create metallic surface. You can create soil using this type of texture. This is what we call a procedural texture because it's using mathematical formulas as you adjust these fields, to adjust what you're seeing in here. So it's a procedural texture. Now, if I remove that by hitting delete, another way to add details to your surfaces is using an imported image texture. So if I hit Shift A, go back to texture. We have image texture. We can come and connect that to the base color. So right now, we have two choices. We can either open and upload or import an image that we downloaded from a website like polygon or polyhaven or texts.com. So I'll go to my downloads. I want to switch to thumbnails and look for a texture here. This is a metal texture. Now that I've added that image texture that I downloaded from a different website and it's connected to the base color of the cube, now it's taken up or it's showing that particular texture. The third way to apply textures and add details to your three D model is through creating and drawing or painting your own image. This is an important image. From wherever I downloaded it. And now we've connected it into this. But the other option is to not use an imported image. We can actually draw our own image. So instead of saying open, we say new. This opens up a model or pop up to allow us to name our image. We want to name this image. So let's call it our custom base color. And I can make it two k image. I'll select these two and say 2048. Let me brighten it up and let's give it a light blue color. I'll leave everything else the way it is and say new. As you can see, now, what you're seeing here is not an image uploaded into Blender. It's an image we've created ourselves and given it a blue color. I wanted us to know about those three ways to add details to your three D models because we're going to focus on the third one, the method of creating our own image inside Blender. I'm going to explain this much further in the upcoming lessons. You're going to understand why and what we're doing. 3. Texture Paint Workspace: Da includes a dedicated workspace specifically designed for texture-paint. Let's switch to the texture-paint workspace. This workspace contains many tools, but for this class, we're going to focus on just a few important areas, the parts that are relevant to what we want to learn. The three D viewport. This is where we will paint directly onto the model. As we brush across the surface, the texture will be applied in real time, allowing us to see our artwork appear instantly on the object. The brush tools. Now, these tools allow us to control things such as brush size, blending modes, and all that. But we're not even going to mess around with this part. For this class, we will mostly use the standard paint brush. In other words, we're not going to change the brush, but we're going to change the brush size and brush strength from time to time. Then we have the texture slot. This is where we will load the image that we want to use as our stencil mask. Then we also have the image editor. You can think of this as a mini photoshop inside Blender. Remember that, unlike procedural textures which are generated mathematically or imported textures that come from external websites, texture-paint involves creating or editing an image yourself within Blender. That image is then wrapped onto the three D model as a texture. The image editor is where that image file lives and where we can view and save the texture we're painting. 4. UV Unwrapping: Before we can paint textures onto a three D object, Blender needs a way to map a two D image onto a three D surface. Because remember, the image you're painting is two D and the object is three D. To understand this, imagine a cereal box. When you buy a cereal box at the store, it already has graphics printed on it, such as branding, nutrition facts, product images, marketing, graphics, even the price. But those graphics were not printed after the box was assembled. Instead, they were printed while the cardboard was still completely flat, just a two D flat piece of paper. The flat sheet is printed first and then later folded into the three D box shape. UV and wrapping in Blender works in a very similar way. Blender temporarily has to unfold the three D model into a flat layout so that the images and artwork can be placed on it. This flattened layout is called the UV map. And each individual flattened piece is called a UV island. So this is an island. This is an island, and this is an island. Now, let's take a look at a simple example by UV unwrapping a cube. So inside Blender, I want to switch to the UV editing workspace. When we switch to that, Blender automatically selects the cube and switches to edit mode because Blender expects us to select edges and mark scenes. Now, Blender is also smart enough to give us a suggestion of how the cube will look when unwrapped. So because a cube is a simple primitive Blender already knows where to place SMS and has already done that and given us a suggestion. But what if you have a more complex three D model that Blender needs you to specify where the SIMs should go? That's where you manually add SIMs. Now, we're going to do the same for this cube. Now, you will notice here in this UV editor, when I select an edge here, it's also selected in there. And that's because this is on. So I like it being on, so toggle it on and that allows you to select. If you select a pace here, you will know which pace it is on this side. So that should be on. Anyway, let's switch back to edge select. And let's see a different result if we just decide to select everything, as you can see, the tool tip says, projection unwraps the selected faces of mesh objects. So it unwraps the whole cube. And that's how it flattens it. So every face is just placed next to each other like that. Now, the original default wrapping that Blender had done is what you would expect in a real world box laid down and ready to be folded into a box. Now, if we want to get a different result for this box, I can select these three edges like that, then right lick, Mark CM, then select these three edges, right lik Markm if I select, now if I select and then U, I like using the unwrap conformal because you can see that's a different result and it's very ugly because we did not separate these two maxims. I've selected these two. Let's hit A, then U rap conformal. That's a different way to unfold it. We're just playing around with it. If I select this Mark C and select these two. Maxim, then select everything with A, then U. Now, as you can see, we've just unwrapped it by placing SMS in different parts than Blender had placed them because this is blenders unwrapped and this is ours. Blender had placed SMS in other parts. If you're working with a cylinder, let me delete that Shift A, mesh, cylinder. As you can see, Blender has a suggestion on how it should look, and I love that suggestion because if we switch to edit mode, the reason Blender unwrapped it like this is because Blender expects you to place artwork continuously on this surface here, and that's this surface here. So if you place an image here, it's not going to break midway. But let's see what happens if you UV unwrap it differently. If I add a UV SM there and another one there, then mark C. Select A, UV unwrap as you can see, it's a very ugly seam. So what we need to do is, let me just undo that. We can go with Blenders suggestion or we can do it manually ourselves. And as you can see, there is a top face, bottom face, and the side faces. So holding down Shift O and clicking on any of these edges that go round, you select all those that loop, hold down Shift out and select that bottom loop, and I will select one edge here. Maxim. Now if I select all, then. As you can see, we have something close to what we had. And that's because we just placed a seam right here and at the bottom, and just once here. So it's like cutting this cylinder. If you had a blade and this cylinder was made from cardboard, how would you cut it in order to lay it flat to paint on it? You would want just one seam here and a seam opening these two up. Then you lay this down. 5. Flower Vase Texture Painting - Part 1: So having gone through all that Blender theory, it's time to put everything we've learned into practice. We want to see how to texture this flour vase. And, of course, I'm going to provide this three D model below this video player in the projects and resources tab. Check it out there. So now, if you want to texture-paint this flower vase, the first step we want to do is go to the UV editing workspace and UV unwrap it. So as you can see, the topology is a little bit weird, and that's because I modeled this flower vase in plasticity and then imported it into Blender. So the topology is a bit weird. But what we want is to look for a place we can place a seam from top to bottom like this. So I'm going to switch to edge mode, then select the top edge, hold down Control and click the bottom edge. It will select everything in between. And there is no edge here. So I can select hold down Shift and select this then hold down Control to select all the edges in between the current selection and the previous like that. So now we've selected that entire loop, and the bottom loop, I'll just hold down Shift and out. There we go. So now, right leak mark SM. So it's going to be cut right here. And here. Now, I'm going to do the same, but for the inside, so I'll select the top edge there, hold down Control, select the bottom, then hold down shift, and hit one of the edges here to select the bottom loop. Now the reason I'm not doing the same here, shift out for this top loop is because it's selecting two thirds of it and skipping these two, and I have to manually hold down shift. There we go. Now that's the entire top inner loop right there, right a maxim. So there we go. Now, if I select everything, A, then go to unwrap conformer. That's what we have. I'm going to rotate this holding down Control to jump in five degree increments until the rotation up here says 90 degrees. Grab it to position it inside the canvas. Just like the save. Now, we need to have this on UV sync select so that when I select a part of the geometry here, I can see exactly where it is. So this is the out side. This is where we're going to paint. So now that we have that UV unwrapped, we've told Blender, this is the way we want to apply the texture. We can apply a continuous texture here, and it will not break because there are no seams in between. It's like a flat sheet of paper that can be printed on or painted on. So step number two is to switch from UV editing to texture-paint. And automatically, this will switch to image editor from UV editor. This was the UV editor. Now, this is the image texture. And when we switched to the texture-paint mode, Blender automatically loaded the three D view port switched to texture-paint here and prepared a canvas here in the image editor for us to start drawing because remember, this is a mini Photoshop right here, and Photoshop has a canvas that you can put your artwork on. So this is where we're going to place our artwork. Now, every three D model must have a base color. Remember, if we go back to layout for a moment and we want to apply some textured or shading to this three D model, what we have to do is go to shading like that, and then add a new material here or switch to materials here and add a new material. That's the same thing as going inside texture-paint right here. And saying, we want to create a material. And with that material, we can add a brand new slot. Let me show you what a slot is. If I switch to shading mold and add a new material to this selected flower vase. This is a slot, base color slot, roughness slot, metallic slot. Alright, so do that because we want to go to texture-paint right here, this model, we can add a material to it and on that material, we can add a new base. In fact, let me just divide this into two. I forgot to do that. Let me switch this to the shader editor. It's the same as switching to this part because this is also the shader editor, switch back to texture-paint. Now, if I add a material here with a slot of base color, automatically, it's given a name like the name of the five flower vase, then base color. I want to make it two k 2048, and let's say the flower vase should be black. The base color of the flower vase or the base material that was used to create the flower vase was a black material. So we can give it a black material. I'm just going to pull this down like that, then add. Now, if I zoom out on this, because we have a material, we can now start drawing on it. If I pick a color here, select this, brighten it up, we can start drawing on it. If I undo all this, and start drawing before adding any material, Blender does not know exactly what you're trying to do. So if I try to draw, it says missing materials, textured or linked. Because remember, we said a material is what stores textured and colors and other things you've defined for the surface of your three D model. So without a material, you cannot start drawing or painting. That's why you need a material. And let's just say base color here. Let's just go with white or gray. Now, remember this is a mini Photoshop, so you can draw here or here. So if you draw here inside the Mini Photoshop or the image editor, you're drawing on your model, just like that. So if I undo all that, and once you make changes here, just like in Photoshop, where you make changes, you need to save the changes. But the initial thing you will need to do here is save that image because remember, when you're using procedural textures, if I switch to shading, if you say Shift A and go to texture and you're using a noise texture or a Voronoi texture, those are mathematical calculations happening as you switch the knobs of the node. As you adjust these knobs, those are mathematical calculations. Let me just disconnect this. So these are real time mathematical calculations that are happening as we adjust this. But we also saw that the other way to add an image is by importing an image that was created by someone else and using it as our text. So if I go to download and select this image right here, where is that metallic image? Now we've given it a premade text that cannot be edited in Blender. But we can edit this image in Photoshop. If we edit this image in Photoshop, and save it in Photoshop. Blender is going to detect those new changes and show the image with the new changes because we're reading the same image. Now, because we're not pulling this image from outside, we're actually making or using our own image here, flower vase. That we've drawn inside texture-paint, we still need to save it the same way you will go into Photoshop and edit and save that other image you downloaded from online in order to see new changes in Blender. So when you make new changes to this texture that you're drawing, you need to save it. That's why we have this small star. So save that. The first time you do that, you're going to save it inside your computer somewhere. Going to save it on the desktop. Is my desktop. New folder, vase. There we go. Now, as you can see, the star has disappeared. But if I draw something now, notice the star is back. So now, that's how to draw with brushes. And, of course, we can change the brushes here. Let me just undo all this. Of course, we can change the brushes. If I switch back to texture-paint. I can pick that brush, and as you can see, it's a little bit more faint than the other one. If I pick the sharp one, it's much sharper. And I can hit F to make this smaller. If I hit F and drag left or right, we can make the brush smaller. And Shift F adjusts the strength. So I can make it very weak so that when I'm drawing, there is nothing I'm drawing. Shift F again, 0.0 73f to increase the size. And as you can see, it's drawing, but you can't quite see because it's very faint. Shift F, let's say, up to that spot. As you can see, we're able to paint some colors that are more faint than the ones we drew previously. And so as you can see, with this, you have a very powerful way to add textures to your three D models. But the question is, how do you add graffiti when you don't know how to draw? You're not a graffitti artist. That's where the texture slot comes in because with the texture slot, we're able to select an image that someone else drill and imprint it onto our three D model. And that's what we're going to see in the next lesson. I'll see you shortly. 6. Flower Vase Texture Painting - Part 2: Now it's time to use some real artwork to decorate our flower vase. We want to use professionally done artwork on our three D model. So how do we do that? We already mentioned that inside the tool, the active tool right here, we have a texture slot. Now, in order to use an image from outside as our Stencil because we're going to switch to Stencil here. We're going to select this, and the image should be somewhere here, but we've not told Blender where the image is in our computer. So we need to do that by going down here. So right now we're inside the active tool, showing you everything about the active tool. But down here is where we can add a new texture. Now, the way I like to do this is divide this into two. So I'll just go to this corner and pull that like that. And now that this is on the texture view, I can go back to the to view right here, and that gives me access to both of these. So in here, if I select that new, we create a new texture. And here we want to say we want to use an image or movie. We have others here, but we're interested in image or movie. And this is where we pick one. So I'll just say open. And in here, I have several graphics I had downloaded from Free Peek. So as an example, let's go with this baboon. Is it a baboon? So now, when you import an image, it's going to be on the bottom left corner right here. If you want to move the image, right lick and drag, so right click and drag. If you want to resize it, hold down Shift, right click and drag. If you want to rotate it, you can hold down Control, right click and drag, rotate. So now let's switch to front view with one on the keyboard, on the numpad. Now we're in the front view. Just navigate as usual in Blender. And now I'll zoom in. You can zoom in to bring the three D model closer or if you want it to remain there, you can resize the artwork itself. So just right lick and drag. Alright, I want it to be inside within all right shift down shift and drag left to resize. Maybe that spot right there. So now if I start drawing, it will be drawn there. So now if I rotate, as you can see, it's been imprinted onto the three D model. If I switch to layout, you will notice something. The problem is it's too faint. It's too grade out. Why? Well, let's go back to texture-paint. Remember, we reduced our brush strength. If I hit Shift F and drag it to the left and take it all the way to one, and let's switch to maybe side with three on the numpad let me just shift drag to make it smaller, right click. All right. Now if I draw here, As you can see, it's very, very visible and clear. Now, if I go to layout, it's much more visible. Let's go to texture-paint and rotate. To change the image you're using and still keep the one you had the previous one. If you want to use it later, you can click this new texture icon here. What that does is it creates a new slot for a new image texture while also leaving this other one available. I can select this and still draw with it. Now, if I click here and select this, it's empty asking me for a new image. I want to go in here and let me select let's give it hip hop. I'm going to make all these graphics available. You can download them together with the model. And if I rotate, now we have that awesome texture right there. Let me I'm not going to use that again, so I can just replace it. Let's see. Graffiti. Now, you will notice graffiti is squeezed because the image I've replaced was portrait was tall, but graffiti is wide. So Blender is a bit confused about the aspect ratio. So we go here, then click Image aspect. That will resolve the image aspect ratio. Now, if I rotate this, shift right leak to shrink, then right leak to relocate, maybe up to that spot. Now, let's not forget to save this. If you don't save your texture and clothes Blender, you're going to lose it. It's not saved. So save this treat something. Let me paint this here. Select another image. Maybe this girl will shift it now aspect ratio, so image aspect, hold down shift, right lik. Then right li Here we can add a different one. So let me select something else. This bulldog open. Let me place it in front of that gollla. I think that's a gorilla. But now because it's more visible than the gorilla, it's going to look as though it's some artistic background there. So let's switch to layout. 7. Your Project: Now it's time for you to put everything you've learned into practice by reproducing this flower vase and all these graphics. Now, it doesn't have to be identical, but this was just an inspiration I created for you in case you need something you can look at and try to reproduce. I think it's quite creative if you ask me, as you can see, there is this brim that has these glowing green squares. And of course, you've already seen some of these graphics. I'm going to provide the folder containing all these graphics together with the three D model. So you're going to have everything you need to practice everything you've learned in class. Now, with that, said, as you can see, I'm going to provide this file as well. And as you can see, we have several flower vases. If I zoom out and hide the one I've already done, I'm going to leave this in here for you to look at and investigate. So I'm going to hide that then and hide another one identical, which is the one you're going to UV unwrap and then texture-paint, going back to layout. In addition to that, I've also added some extra flower vases here that you can and hide. Okay, they are hidden by the floor here, JZ. As you can see, this plane is too high. So environment, hide the plane. In fact, let me go to this view. So as you can see, I made some extra flower vases for you to try and texture-paint. Choose any of them. If you want to texture-paint, all of them, or you can just choose one and do your thing. Now, the final thing I wanted to show you is, let me just hide these go back here, and now we're left with this. Now, remember, the way to approach texture-paint is now that you have the model, go to UV Editing. As usual, it will automatically open the model in edit mode here. If it's not just change it to edit mode. Now let me look for a nice place I can create scenes. I'm just doing this very quickly. Right Markem. I want to select this entire remark SM, select this. Mark, the top rims, and finally this. Maxim and at the bottom. A, to select them all, then U and unwrap like that. Now with that unwrap, let's go to texture-paint. I just wanted to remind you of some of the most important things you need to keep in mind. Now in here in texture-paint, as you can see, it's purple, pinkish because it does not have a material. So let's go ahead and add a material. Now, if you look at the flower vase I created for inspiration here, let's just switch to this, hide that for a second, and hide this. It has a black base color. If you want your flower vase to be white, give it a white base color. If you want it to be pink, give it a pink base color, then paint on top of that base color. Going back in here, let me and hide that and hide vase zero. Make sure this is selected, change back to texture-paint mode. Going to the slots. I'm going to create a base color that's black. Vase one base color. Black. I'll make it two k, and I'll choose a dark color. Maybe not completely black, but very dark somewhere there. Then say add. Immediately, you give it a dark color. Then finally, let's go down here. To texture, let's create a new texture. And to pick an image, of course, we need to go inside texture. We're currently inside the active tool, and that's why I always just like splitting this into two. Always. So select texture here. I can select an image. I'll provide this graffiti folder below. You can download it with all these graphics, including these others. Let me just choose this bulldog. There we go. Now I'll choose Stencil here, right, leak, hold down shift, right leak, drag to scale down, right leak to drag. Now, if this is dark and you paint, it's not going to be visible because it's dark. If you want it to be bright, make sure this is also bright. So now if I paint, it's visible. The darker you make it, and this is good for artistic purposes. The less visible it becomes, the more it blends with the dark color. So that's just for artistic purposes. Now, I just wanted to show you that part on how to place your base color because I did not really emphasize it in the previous lessons. I wanted to make sure you know why you need to have a base color because you might want your model to have a specific base color and then paint on top of it. Now, another thing you should never forget is to save your image. So go here, save vase texture. Going to give it a new name here, save that. Always save your texture inside this image editor. If you don't, you will have to redo your texture again because if you toggle some other workspaces here and there, without saving your image texture here, you might lose it. That's all about the project. Like I said, I'm going to provide all these files. You're going to find flower vase zero as the example. You're going to be able to look at it. All these images are available in the Assets folder that I've provided below this video player. So let's see what you'll be able to create and see you in the next lesson. 8. Next Steps: And that's it. You now know how to use stencil texture-paint in Blender to place your artwork anywhere on your three D models. With these techniques, you can easily add logos, decals, graffiti or any artwork you've drawn to your three D models and export them as beautiful renders. If you haven't already, now is the perfect time to complete the class project. If you have something you painted or something downloaded, you can use that. Feel free to experiment with different images, graphics, or artwork and see what kind of unique style you can create. Remember, this is all about your imagination. And once you're done, upload your project by going to the projects and resources tab right below this video player so we can all see what you've been able to create. I'd love to check out your work and give feedback. And if you enjoy this class, as always, please consider leaving a review because it really helps other students discover the class. Take a moment and go to the review tab and let me know what you thought about this class. Did you enjoy it? Did you learn something new? Let me know. And once again, as always, I want to say thank you for sticking with me from the beginning up to the end. You've come this far. That means you really take this seriously, and I just want to say thank you. I'm in the kitchen cooking up the next class. So make sure you follow me if you're not following me yet to be notified as soon as I publish my next class. Till next time, stay creative. Peace.