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Welcome to the third part of the handpainted
texturing tutorial. we have finished the base
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paint, but there are still a few things
left to do. details! grooves and dabs.
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it's good to start big, establish the base colors
from our limited color palette and so on and then
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gradually go into finer and finer. it boils down
to the distribution of shapes, big, medium and small
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oh actually make sure to watch the distribution of
shapes tutorial from this series, we talk precisely
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about what makes a good or bad distribution. at
this stage of the workflow we can make it slightly
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more detailed or keep it abstract, we do it by
controlling the amount of high frequency details,
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for example this mailbox, how detailed do we want
to go and how abstract his details are gonna be
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i start with the edges, it's too bad i forgot to
apply the Solidify modifier, so now the thickness
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of the mailbox is all the same color and this
was a little mistake, so all the modifiers should
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be applied before painting, then i start to paint
the hinges of the mailbox, / on the number to
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isolate the object, these seem to be mirrored
as well so i need to paint only one of those
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well actually some modifiers like mirror can be
useful but still. as you can see we have not really
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adding that much of an extra detail, it's mainly
just for keeping the material readable. what is
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it, wood or steel or maybe paper? if it's an
envelope, let's draw a couple of details that
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would make it read as such, it doesn't take much,
just a few lines to make it look folded and maybe
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some extra brightness here and there to make
it pop. we are still hitting a pretty simplified
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look with all these hand painted shenanigans,
something in the vein of World of Warcraft maybe
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at least moving in this direction, then it seems
we don't need wireframes anymore, so i disable them.
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so, here the first detail pass is done, but there is
still a lot to do, like there is no light direction
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at the moment, we will fix that in a moment, in
the second part of this tutorial we had a look
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at various approaches to bake baking some light
into hand painted textures, you can either bake or
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paint all the lights and shadows yourself in your
own way or you can paint a few hints like ambient
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occlusion and let render engine do its job. there
is no right wrong way, so i think we'll paint some
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kind of a soft light to add just a little bit
of depth, it will be a safe bet, so the obvious
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choice is to have light coming from straight
above, in practice it means that all the top facing
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surfaces will receive some extra light, so i'm
making them brighter and conversely the surfaces
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that are occluded from our imaginary sky like the
inside of the box needs to be darkened, of course
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we could have baked some real Blender light, but
it's fun to just paint everything, it's so hardcore :)
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and same kind of upper highlights for the lid as
well, nothing complex really, i'm using a brighter
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shade of red. and some kind of dents and scratches
even the edge can be a little bit worn out
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which they usually are actually. see, we can still
reference some stuff from reality, scratches on the
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edges, properties of the material and so on. we
pass it to our artistic filter but it may have
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some basis in real life. and then some tiny details
like very small scratches, like brushed aluminium
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but eventually i'm trying to carefully blend those
scratches in with the base to avoid the popping up
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effect. too much high frequency strokes can
quickly turn into noise. okay, it starts to
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look like something at the moment. then sometimes
it's good to paint all over the object with some
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single color, it helps to unify it at three levels
of shapes: big, medium and small. while doing so the
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blending modes may come in handy, for example i
often use the overlay mode to boost the colors
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overlay mode usually boosts the saturation
very much, so it should be used with very
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low strength, you can select
the overlay mode here in the
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tool settings, alternatively, blending modes
can be found at the top of the viewport
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ok, now back to texture paint mode.
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then i select a very saturated red and
put a little bit bigger brush with F
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it's easy to overdo, so i'm laying a few mild
brush strokes, the pressure sensitivity of the
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tablet really helps to control it. well
it seems to me that i should paint it
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in one stroke, so there is no visible edges, if
that makes sense, so first i lowered the opacity
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and of course once again the occlude and backface
culling should be off so that the paint goes
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through the object. and look at this, wow, that's
one fancy looking mailbox with ferrari racing red
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sprayed on top, ready to win basically :)
then i do the same for the lid as well
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and just a little bit for the ground i think
after seeing it punchy red color of the mailbox
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i got this idea to add some warmer tones to pretty
much everything, including the patch of the ground
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obviously, you can think of it as a custom white
balance shifted towards lower color temperatures
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we are in a totalitarian control over all
properties of our render, so why not :) so
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i changed the blend mode back to mix and start to
add little tiny pebbles and stones to the ground
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well, little dabs everywhere, the dabs
representing stones, the dabs representing pebbles,
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everything is made of dabs in our little stylized
world, except the grooves. i intensified the
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grooves by the way to make it feel like it's
wood and then added some sort of highlights
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to the blade because it's supposed to be
translucent and after all we are still referencing
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some material properties. and
tiny highlights for the mailbox
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to the hinges as well. and you know what, i
think it's pretty much done at this point
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all the dabs are dabbed, all grooves grooved.
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next i'm gonna do a final check to see if some
parts of the mesh haven't been painted somehow.
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but that's it folks, thanks for watching the basics
of the handpainted texturing approach in Blender
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it's a great technique for
creating non-photoreal looks indeed
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my name is Manu Järvinen and you are watching
Creating Stylized 3d Art course by Creative Shrimp
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team. as usual feel free to download the project
files and follow along and thanks for watching!
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