Games - Hand Painted Texturing - Bricks & Blocks

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hello in this episode I'm going to talk about how to create hand-painted bricks this is going to be the first of many tutorials on hand-painted materials and the idea is that you can use this in any painting software or any 3d software with painting tools I'm using blender 2.79 at the moment I'm not going to go through in much detail about how to set up for painting it's the techniques that you use to paint that I'll be going through and they'll be the same in any software this is all part of a much bigger course on gabot co uk where you can go right through from beginner to advanced levels and all the courses are free also you can get across the discord server all the links are in the description and you can chat to people on there also you can get across the discord server and chat to people on there about the tutorials or about any blender related issues you can show off your artwork and join in the competitions and challenges and all the links are in the description ok so I have a basic cube in the center of my scene and I've changed the shading to smooth as you can see there now with smooth shading it does go a bit weird so I've added a bevel on so that's add modifier bevel and when you see that it suddenly makes it easier to see the edges you may want to hand paint and start off in flat but you'll always want to end up in smooth shading and let the painting show the edges okay so we need to set this cube up for painting now this will be different for the different software you're using and it may be different for blender 2.8 I'll put a link in the corner when I do a tutorial for 2.8 but there's a link in the corner at the moment for 2.79 and all links will be in the description so first of all I'll bring out my UV image editor and my node editor I'll change the cycles as well of course I'll create a new material down here for my object will just use diffuse for the moment and I'll create a new texture I'm going to call this bricks color and I changed the texture size to 2048 by 2048 we don't need an alpha Channel so I'll turn that off and press ok now we just need to add that texture into our node editor shift a texture image texture hook them up and select the our brick color now we are ready to paint over the texture paint mode and I've made a slight error because I haven't unwrapped my object that's fine into edit mode with tab you to unwrap and let's do a smart UV project you can get away with a smart UV project especially when you're painting I've put the island margin up slightly and there is my UV unwrap now when I go to paint mode it's all ready to paint and we can just quickly test it that's fine so let's start painting the rock texture but before I do that let's just show you what I've got on my other screen I've got some reference images of brick textures here and here it's a really good idea no matter how well you think you know the topic that you're painting to have some sort of reference to anchor your thoughts so I'll put that to one side what I'm going to start with is a sort of gray blue color I'm going to do a fill so I'll go to the fill brush and I will find my color a mid gray should do nicely and in fact we'll leave it a completely mid gray for now so when I fill by pressing it a few times is my strength is down to the 0.5 you can see it's a nice mid gray color but what you will notice is that the seams are showing some black lines now what we need to do in blender is go to our options and change our bleed to something like 12 and now when I feel it will go over those edges and there's still a tiny bit there so let's change the 14 to make absolutely sure and we can see it going over the edges here now in this case which is rare we can still see some slight lines there so what I'm going to do change in my UV image editor to paint mode bring the tools up with T and fill the whole texture in with gray I probably should have started with a great extra in the first place rather than using the fill that was a bit silly but the good thing is that it did illustrate the point about this beam's okay so back to tools and back to my normal texture draw brush now for the second part I don't want to do my bricks just yet I want to create a base color which is not just gray but has some variations and what I'm going to do is use my texture mask so this is basically the brush head if I go to texture that's where you can put in things like stencils and images but for a texture mask that's your actual brush head I'll show you what I mean so I'm going to create a new texture mask come over to my textures and go to my brush texture and change that to clouds as you can see it changes over here and I'll change the clouds size slightly and that's a nice bit of variation there now you can see when I press F to resize you can see my brush is actually using the cloud texture so now I can change this to a mid gray in fact I'm just going to sample that gray with s the sample and now could a color palette and let's go to a slightly blue and paint okay I'm going to just move this across so I can see more of my queue and fill in with a different range of colors just gently with not to higher strength be careful when you're on the absolute edge here and you paint it will stretch across this side that will become more important when we paint the details but just be aware of that be careful not to saturate too much that's very saturated and this is less saturated of course and try and keep them generally within this middle area and make sure there's an even distribution if at any point you feel it's a bit too colorful you can tone back your color with the fill bring that strength down and we're still on the mid gray and fill it once or twice dependent on how saturated you feel it's gotten so I think that's a good starting point so let's go back to my text to draw brush so at this point I want to draw on my BRIC patterns I'm going to make quite big bricks just so I'm a bit quicker and the way I'm going to do that rather than just choose a dark brush and paint I'm actually going to change the brush type turn the texture off for now and change it to multiply multiply is to darken objects I'm going to bring my brush size right down to about here I'm also going to for speed shake it down to my options at the bottom and choose symmetry and turn symmetry in the x-axis on and in fact I'm going to turn it on in the y-axis as well just for now just to start off with tiny bit smaller with the brush and when you've got multiply on make sure you are slightly dark with your color I should say tone sorry zoom in and start drawing our lines and now I don't want them to be too straight but we could use the line stroke just here if you really want them very straight that's fine I'll show you what that looks like get the line stroke draw your line and there we go now that's mirrored you can see so that's causing us a bit of problems there I want to do that properly I'd have to go from this corner to the middle and that should be mirroring on the other side as well so we'll undo that I'd rather use my usual space and I'm going to create it with three layers of bricks so what around about here and what about here notice I'm not wearing it up too much about this oval up here you can't do the same around the edge here a nice and simple for now this kind of roughness is okay at the moment and my wobbliness of my lines it's a bit tricky because I've got the microphone in the way of my drawing I'll create a brick line just here then and I'll go across the top slightly I say slightly it's actually all the way and come down here for a brick it's unlikely you're going to have a very cuboid brick wall as well so this pattern might not quite work out fully now when you're going down the middle you might want to turn symmetry off in the wise fine though because it's on the other side that will help us in fact but symmetry in the X turned off and then I can go a bit more wobbly with my line if I have symmetry turned on and I go wobbly you can see it creates this sort of mess so turning symmetry off is good at this point anyway so I'll put it back on over the X and on the Y now and off on the way I should say and put that brick there okay let's zoom out but that doesn't look too bad it's a good start and you can see the variation in the brick that's great but of course we can make this a bit better so first of all let's create differences in our bricks shading slightly so let's go back to our texture mask if you click on the actual texture part you can click the cloud again and you've got that back put the brush size up and we'll give them very slightly different variations of color remember you've got the mirror turned on still I'll turn them both on for now whilst I'm dealing with the corner ones oh and watch out as well if you've got the multiply brush on still it should be back to mix that's a mistake I often make so you can see why I'm saying about the corner ones okay whilst you got the mirror on but these are looking too similar now so turning mirror on and off throughout your painting to save time is a good idea but don't make them too symmetrical so the corner ones that's okay to do then go to saturated with these colors as well I should be closer to mid gray really because that's the original color okay we're put in a bit of darker variation as well I'll turn the mirror off now you can see I'm being fairly rough with this because these colors will eventually be covered up if ever you lose your Centrepointe alt F will take you back so you got your Centrepointe you can move around your viewport easily okay so you can see I've still not added any detail I want a bit more shading I want a tiny bit of depth in some of the bricks so that some stick out more and others dig in more so I'm going to make this one for example a bit darker this time I go to my multiply brush again make my texture a bit darker and let's put it to pure white this time sorry pure gray I should say a bit darker and give it a touch of depth I'll make my brush a bit smaller so I can be a bit more precise here and I'm going around the edge I'm gonna take my texture off for now as well and bring my strength so it should look a bit like that one's going inwards slightly but that's a bit too much I'm gonna undo that and bring it down a bit more so I've got a bit more control with my brush that's good and just do that in areas to create variation it's a good idea to think roughly where the lights coming from but in other terms it's not so great because if this is a game asset the lights might be moving around all over the place so you want to give it a generic lighting so more like just general ambient occlusion and cavity you so I'm thinking to myself this one's gonna stick out a bit more than these other ones so I've got a bit of shading around it like that I'll find some other ones that I think might do that as well maybe this one here so I'll go round it gently just adding that bit of shading looks a bit like a strange Battenberg cakey at the moment but hopefully we can sort that out in a bit now at the moment I'm just going over with a tiny bit of variation so I think it's a bit bright at the moment give the rocks a tiny bit of darkness in places as if they've got slight dents in them one thing I always forget is the bottom okay so that's great let's think about some highlights now not full highlight so none of the details yet we start with the big shapes and go to the details last what I mean is just general highlights of maybe these bricks being slightly lighter because they're sticking up so I'll make my brush lighter and then go to screen mode screen and multiply other two modes which are the best for brightening and darkening your objects because they maintain some of the color information so that one should look a bit like it's sticking up which is working to a degree there it's not too bad and I'm going around the edges as if they're standing out from the other ones I'm also adding a tiny bit more to the middle of them as well in fact what I should be doing is creating an area up here 3d view which is zoomed out a bit so we can see what it's looking like you can see them keeping my brush fairly big at this stage because I don't want to get tempted into any minor details okay so let's start working on a bit more of the detail I'll keep on the screen brush and I'm going to highlight the edges of these bricks not so much the ones that are deep just the ones that are sticking out or fairly even around the place so I bring my brush down a bit with F and come in a bit I'll keep it to a low strength still just to test it out to start with and in fact that's not a good place to start because that should be in a slight deep crevice I'll start with this one that's supposed to stick out a bit so the corners are very edges of things that stick out should be slightly lighter because that's what's brushing against things and catching the light so in general they have a brightness to them I can do a second part of this later so just getting that basics down for the sake of speed and can you see where I'm right in the corner I'm putting in a bit more of that whiteness and can you see that hopefully standing out a bit now from the other ones now you can see I went a bit weird there but I can sort of tidy that up later and it's good to have a bit of variation in your shape only happy accidents as Bob Ross would say you just try and watch out for little bits where you've put some shading in so you can maybe go over little bits where the cojones might catch light but generally try and keep them in the shade if you've put shading on them already occasionally I'm putting just a tiny bit of swirling us inside the bricks just for variation whilst I'm there so before I go any further I'll just quickly change the colors of this purple one here it looks a bit too purple so let's go back to my mid gray and my mix make sure I'm completely at mid gray by clicking all these up to one and then moving the gray scale down then you know you're right at the middle you can also go to s HSV and then it's just the value that you have to push and the saturation levels just there which is a bit easier and quicker really and I bring my texture mask back and put a little bit in there just so it's not quite as colorful atenist off tiled as well I put I think that's a better option really okay that's a bit better and less saturated and less colorful so at this point it's starting to get there they're looking like separate bricks now we can start adding detail in each brick I'll start with just one so I'll start with this one on the corner so this is where I start going to the more fine detail so first of all let's smarten up the dent let's go to our multiply brush again make sure my color is slightly darker the mid gray and bring my brush right down for a bit more detail and so we're going to make this crevice seem more realistic I want to put the strength of that up slightly and take my texture mask off that will help you and occasionally you might want to make sort of little dents in the brickwork like that so this one can come up here slightly and we're starting to get a bit more to the nitty-gritty so now it's really starting to look more like a brick I'm going lightly on these spots and then dark where it really goes into the crevice I might do the same with this brick underneath slightly I'll just put a light dent in here can at this point I can then go to my screen brush bring it up in terms of the tone and then just go on these edges as if the lights has been caught and here just on that edge there like this and you can see this sort of brick texture coming out now now this is where it starts taking time and the detailed phase is where you do need to spend more effort and you get slightly different variations of shade so it looks more rocky you and occasionally you can have a tiny little highlight like this and it looks like there's a small bit that sticks out you so if you want to do a sort of dent or crack perhaps going across here with my multiply brush on I can do a sort of a slight mark here so let's say it's sort of been dented somehow because it's right in the corner so we come out a bit there and then thinner as we go down and it gets darker towards the middle and maybe very dark right in the center and that already looks quite nice but then when we go to our screen brush and put our highlights on you can see over here a bit of a distance out looks great depending on how far your crack goes is how far you want to put your multiply brush but it fins out right towards the end and little Dinks here and there good too it's a quicker workflow to do all your shading first and then all your highlights second so you don't have to keep changing brushes also what I do is I usually set up a dark brush and a light brush so I can just quickly go up here choose a brush rather than going down here and here for each of them so there's some dinky details with my multiply brush on as well I can give it a bit of texture bring the strength right down for this maybe bring the size up just a touch and let's sort of create a bit of texture around here a bit of a swirly texture that sort of digs in slightly so I'm gradually fading it out so it's darker here and lighter out here and then right in here it's going to get a bit more and let's get the screen back it seems to move every time which I really don't understand make my brush a bit smaller for the highlight just highlight tiny bits of it and you can see over here it looks like there's a slight dent in the brickwork and that works quite nicely just gonna set up my brushes show you what I mean you clicked down here with new brush I'm gonna call this light and make sure it's on screen click again and call this one dark make sure they're there so there's dark and there's light and the dark brush I changed to multiply you occasionally you might want to an end that sort of edges offerings being chipped as it's been weathered so you might want to come in with a corner like this and round it off and again put a highlight on the edge there I'll just go around doing a few of those also for bricks that are dented in you might want to really sort out the shading and think exactly how is this gonna look so maybe shade them right back on one corner as you sort of get a feel for exactly how they're gonna sit and you can see that's got a nice dent in there now and one tool that may be useful for you is the smear brush so here there's a lot of lines where my multipliers rubbed over each other I can smear those out you the smear brush could also be useful if you've made a mistake and you think oh I've got too many of these divots or whatever it might be you can use the smear brush to kind of rub things out so put the strength up perhaps and then you can slowly go over it as you can see here maybe it's working you one part swirl which I haven't mentioned yet is these corners and these edges here they'll certainly be a lot lighter because that's where the lights gonna catch and things will brush up against this object so let's go to our light brush and make it fairly big like this with a nice low strength and just go across it gently subtlety is key here and a fair bit right on the very corner you should have done this a bit earlier before doing the dance that's also why I prefer working with a beveled cube the sharp of pointed corners don't really work so well with this you very occasionally you'll get problems like this the smear brush usually fixes them and it's just where your seams join and it's a glitch in blender I haven't really found a good way of fixing this ever I might sure I might try turning my bleed down just in case that's overlapping but I don't think it ever is it really is just a glitch that is really difficult to get around luckily it's not two nights school from far away a bit of anybody knows what that sort of thing is and how I can deal with that then please let me know you okay so I think I'll leave it there so I've been recording about one and a quarter hours I'm still not an amazing artist but if you watch my recent blog post it's all about practice and hopefully some of these tips will help you to figure out ways of painting these types of things watch out for future episodes and thanks for watching
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Channel: Grant Abbitt
Views: 32,565
Rating: undefined out of 5
Keywords: learn, blender, tutorials, 3d, art, graphics, texture, paint
Id: O5Wxmwdgu50
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Length: 31min 9sec (1869 seconds)
Published: Sat Oct 13 2018
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