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Original subtitles

Welcome to the third part of the handpainted texturing tutorial. we have finished the base

paint, but there are still a few things left to do. details! grooves and dabs.

it's good to start big, establish the base colors from our limited color palette and so on and then

gradually go into finer and finer. it boils down to the distribution of shapes, big, medium and small

oh actually make sure to watch the distribution of shapes tutorial from this series, we talk precisely

about what makes a good or bad distribution. at this stage of the workflow we can make it slightly

more detailed or keep it abstract, we do it by controlling the amount of high frequency details,

for example this mailbox, how detailed do we want to go and how abstract his details are gonna be

i start with the edges, it's too bad i forgot to apply the Solidify modifier, so now the thickness

of the mailbox is all the same color and this was a little mistake, so all the modifiers should

be applied before painting, then i start to paint the hinges of the mailbox, / on the number to

isolate the object, these seem to be mirrored as well so i need to paint only one of those

well actually some modifiers like mirror can be useful but still. as you can see we have not really

adding that much of an extra detail, it's mainly just for keeping the material readable. what is

it, wood or steel or maybe paper? if it's an envelope, let's draw a couple of details that

would make it read as such, it doesn't take much, just a few lines to make it look folded and maybe

some extra brightness here and there to make it pop. we are still hitting a pretty simplified

look with all these hand painted shenanigans, something in the vein of World of Warcraft maybe

at least moving in this direction, then it seems we don't need wireframes anymore, so i disable them.

so, here the first detail pass is done, but there is still a lot to do, like there is no light direction

at the moment, we will fix that in a moment, in the second part of this tutorial we had a look

at various approaches to bake baking some light into hand painted textures, you can either bake or

paint all the lights and shadows yourself in your own way or you can paint a few hints like ambient

occlusion and let render engine do its job. there is no right wrong way, so i think we'll paint some

kind of a soft light to add just a little bit of depth, it will be a safe bet, so the obvious

choice is to have light coming from straight above, in practice it means that all the top facing

surfaces will receive some extra light, so i'm making them brighter and conversely the surfaces

that are occluded from our imaginary sky like the inside of the box needs to be darkened, of course

we could have baked some real Blender light, but it's fun to just paint everything, it's so hardcore :)

and same kind of upper highlights for the lid as well, nothing complex really, i'm using a brighter

shade of red. and some kind of dents and scratches even the edge can be a little bit worn out

which they usually are actually. see, we can still reference some stuff from reality, scratches on the

edges, properties of the material and so on. we pass it to our artistic filter but it may have

some basis in real life. and then some tiny details like very small scratches, like brushed aluminium

but eventually i'm trying to carefully blend those scratches in with the base to avoid the popping up

effect. too much high frequency strokes can quickly turn into noise. okay, it starts to

look like something at the moment. then sometimes it's good to paint all over the object with some

single color, it helps to unify it at three levels of shapes: big, medium and small. while doing so the

blending modes may come in handy, for example i often use the overlay mode to boost the colors

overlay mode usually boosts the saturation very much, so it should be used with very

low strength, you can select the overlay mode here in the

tool settings, alternatively, blending modes can be found at the top of the viewport

ok, now back to texture paint mode.

then i select a very saturated red and put a little bit bigger brush with F

it's easy to overdo, so i'm laying a few mild brush strokes, the pressure sensitivity of the

tablet really helps to control it. well it seems to me that i should paint it

in one stroke, so there is no visible edges, if that makes sense, so first i lowered the opacity

and of course once again the occlude and backface culling should be off so that the paint goes

through the object. and look at this, wow, that's one fancy looking mailbox with ferrari racing red

sprayed on top, ready to win basically :) then i do the same for the lid as well

and just a little bit for the ground i think after seeing it punchy red color of the mailbox

i got this idea to add some warmer tones to pretty much everything, including the patch of the ground

obviously, you can think of it as a custom white balance shifted towards lower color temperatures

we are in a totalitarian control over all properties of our render, so why not :) so

i changed the blend mode back to mix and start to add little tiny pebbles and stones to the ground

well, little dabs everywhere, the dabs representing stones, the dabs representing pebbles,

everything is made of dabs in our little stylized world, except the grooves. i intensified the

grooves by the way to make it feel like it's wood and then added some sort of highlights

to the blade because it's supposed to be translucent and after all we are still referencing

some material properties. and tiny highlights for the mailbox

to the hinges as well. and you know what, i think it's pretty much done at this point

all the dabs are dabbed, all grooves grooved.

next i'm gonna do a final check to see if some parts of the mesh haven't been painted somehow.

but that's it folks, thanks for watching the basics of the handpainted texturing approach in Blender

it's a great technique for creating non-photoreal looks indeed

my name is Manu Järvinen and you are watching Creating Stylized 3d Art course by Creative Shrimp

team. as usual feel free to download the project files and follow along and thanks for watching!

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