A texture stamp brush allows you to stamp a single texture anywhere onto an object. Before I begin a basic explanation of how a texture brush works in Blender is required.
A texture brush uses view projection to draw a texture onto an object. The view projects through a circle according to the camera angle and brush position. The important part to note is the circle. Blender doesn't have a square or rectangle brush so every texture you draw will have the edges clipped to fit into the circle. The image below shows a visual representation of the circle brush.
The green area is the texture portion that is drawn. The red area is the clipped area that is not drawn. The drawn area doesn't always go up to the edge of the texture depending on your brush settings. To compensate for this you want to be careful fit your texture within the circle and keep a good distance from the edge of the circle.
For this example I'm going to use the texture below. It's a simple swirl pattern with a transparent background. I chose white so I can adjust the color using the brush settings and get true colors.
For my model I'm using a simple cube with the default UV wrapping. I've already added a material and created a blank texture image of 1024x1024.
To begin select the Texture Paint tab from the work spaces. With the draw brush selected click the Texture Properties tab and select new under the brush drop down.
Under the preview go to image->settings then click open. Select the texture you want to use as a stamp from the browser. You'll see a texture preview after you make your selection.
Select the Active Tool tab. Scroll down to Texture and under mapping select View Plane. This will change the projection type draw a single texture based of the view plane of the brush.
You can stamp the texture by placing the brush over your object and applying a single mouse click. You'll notice the texture fades out at the edges. To correct this you need to change to the brush falloff to none.
In the left window top bar select Falloff. If the bar is cut off you can scroll left or right by placing the mouse over the bar then scrolling the mouse wheel. Under falloff select the icon at the bottom to the far right that looks like a flat bar. The curve will disappear from the chart. The fall off settings tells Blender how far from the edge of the brush to stop drawing. Setting this to zero will draw up to the edge of the circle brush.
Now when you stamp the texture onto the object you will see the full texture with no falloff at the edges. Here is the example I used.
To create animations and poses with an armature first you need to give it control over an object. Start by selecting only the object you want the armature to influence. Next control+select the armature so you have both the object and armature selected. Finally go to object->parent->with automatic weights. This option will set the object as a child of the armature and automatically apply bone influence weighting. You can go back and change the weighting manually later if you desire.
The result of the parenting is the object is now the child of the armature. If the armature is the child of the object then the armature bones will have no influence over the object. In this case you probably selected the objects in the wrong order before parenting. The end result in the scene collection should look like the image below.
Before you begin first set your armature to render in front of other objects. Next go to edit from the top menu and uncheck 'lock object modes'. This will allow you select multiple object modes at one time.
Select only the object you want to paint. This object should be a child of your armature. With the object selected change the mode to weight paint. Then select only the armature. Change the armature mode to pose mode. Select only the object you want to paint again.
The bones will render over any objects and have a black highlighting on the edges. You can press control + select to change the bone selection. Now you can paint the object and change the bones whenever you wish.
To enter bone x-ray mode (in front), first, select your armature. Next change to object mode. Then select the object data properties tab. Expand viewport display and check 'in front'. Your bones are now drawn over other objects.
It's important to note you should be able to check the 'in front' option in edit mode but I've had a few times where the object data properties panel doesn't appear. The only way I was able to make it reappear was to go to object mode select another object then select the armature again. The image below is what the final result should look like.
Normal maps tell the renderer what parts of a texture have depth. The renderer can use this information to change the way lights and shadows are drawn onto the object, giving a flat surface the illusion of depth.
This method uses the default Principled BSDF shader provided by Blender. To begin, select your object. Click the materials property tab and select new.
Next select the little circle icon next to base color and select image texture from the options. This will automatically add an image texture node to your shader work flow. Click the open button that appears under the base color and select the desired texture from the file browser. This is the base texture for the object. I'll add the normal map next.
Click the shading tab to show the shader work flow. The bottom portion of the workflow should look like this. Here you can see the image texture I added previously is present in my shader work flow.
I'm going to add two more nodes to the shader work flow. I'll start with another image texture which I'll use for the normal map. To add a node from the shader window select add->texture->image texture. You can also press shift+a while your mouse is in the shader window to bring up the node menu.
Add a normal map node by selecting add->vector->normal map.
Next I need to arrange the nodes in the flow. I'm going to place the image texture node at the bottom to the left of the BSDF node and place the normal map node between the two. You can drag the nodes by left clicking the top bar, and while holding the button, drag the mouse just like you would any other window.
With the nodes in place I'll add the final touches to the shader. Start by clicking open under the new image texture and selecting the normal map. Next connect the color of the image texture node to the color of the normal map node. You can do this by left clicking the dot, and while holding the button, drag the line to the color dot on the normal map.
Finally connect the normal dot from the normal map node to the normal dot on the BSDF shader node. Your final result should look like this.
The strength setting under the normal map node is used to adjust the amount of the effect applied. Here are before and after pictures showing the difference a normal map makes.
From here you can adjust the rest of the settings on the BSDF shader to your liking. I suggest adjusting the specular amount. The default setting is very high and gives most textures a glossy almost plastic look.