Hand Painted Textures Tutorial | 3D Coat | Introduction

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hello everyone and welcome to another video in this Channel today we're going to be talking about 3D code we're going to continue a little bit with our little Whimsical creature contest which by the way the answers are gonna be closing the next week remember the final date that you can submit your um like a submission or your character is on February 28th the submission link is already open down here um we are having uh some interesting prices as well I'm gonna be like a revealing in the next couple of days and uh yeah that's uh that's pretty much it for it let's jump onto this little guy right here so you might remember this little Bieber and Bieber that was um working on when I showed this guy for the map creation of the biggest creation a couple of days ago and um this is a very basic texturing process that is here instead of a substance and but the thing is I even after using substance for so long I don't think it's the greatest tool for hand-painted uh textures I I do think however the 3D code is really really really good so what I'm going to do here for you guys is I'm gonna be importing this guy and I'm gonna show you how to use the interface inside of a 3D code to build a very nice hand-painted look to the character with some interesting traditional techniques now if this is the first time you're looking at 3D code and you've never heard about this one before let me tell you it's a really powerful software you can do sculpting UVS texturing and a little bit of everything and we actually have a course that was released not so long ago with all of the important tools that you need to know and you can get this course with a huge huge discount hey guys I'm here with a great deal for all of you for the next five days we're gonna be offering a 90 discount in all of our udemy courses 90 guys this is the lowest we can go for our discounts and you are going to be learning from industry veterans and experts all of the workflows techniques tips and tricks that you want to become a great 3D artist we have modeling we have rigging we have animation we have sculpting we have characters environment creatures a little bit everything you can get a 90 discount for the next five days if you follow the link down here all of the courses are recorded in real time so you're not going to miss any part of the process they include the project files we have a support line for questions you can ask questions on the site and we'll be getting back to you as soon as we can and uh yeah we are also offering a free 30-day money-back policy so if you buy the course and you don't like it I don't think it's gonna happen if you don't like it for any reason you get your money back within 30 days of your purchase no questions asked you get your money back so if you want to learn any 3D skill and you want to start this year strong with really good skills really good fundamentals make sure to check the link down here hurry up remember this offer is only going to be available for five days so join us and become an amazing 3D artist in no time there we go whoop there we go I believe this is the last day by the way guys for that uh specific promo so uh if you don't want to miss out make sure to use it before it goes away so we're here inside of the 3D code interface and what I'm going to do is I'm going to say that I want to paint a UV map mesh I'm gonna load the file and we're gonna go to our desktop to the little Bieber thing right here Castor I'm gonna grab my uh Castor which is this one right here and I'm gonna say um I think 2K is more than enough so the normal map is coming from substance painter so I'm gonna set that to substance designer and painter because we're going to be using the normal I'm going to hit OK and this is what we get so as you can see this is the the udem's UBS wait a second is this right or wrong yeah it looks okay so this is a little cute little character right here now let's import the maps first because even though we could do bakes instead of this software I already have the bakes from substance painter so we can just import them and use them I'm gonna go to textures I'm going to say import and we're gonna import let's start with the normal map right here we're gonna grab the little uh guy right here this is the normal map I believe we're gonna hit okay and hit okay and if things are working nicely no that's not working nicely that's working horribly it means that we mess something up so I'm gonna unlock the layer delete that one just delete that one and we're gonna say texture import again normal map and then that means that this is probably this one right here hit okay that's really weird give me one second there we go my bad I thought I had exported things from substance but I forgot to do it let's do it here real quick again I'm just gonna go to uh 3D coach Let's uh like just delete those layers right there just delete and delete there we go and we can say textures import and we're gonna import our normal map here and it's not in this oh I made a mistake there Castor there we go so it's this m Bieber normal there we go hit a substance signer substance meter hit okay and as you're about to see we have our normal map right here now I do feel like the normal mat's a little bit too strong especially for the sort of like hand painted effect that we're going for so one thing we can do is we can actually go here and remove or decrease the depth opacity to something like a 50 that way we still get the normal map but it's not as intense so it's not really like super extreme right we're gonna go textures we're going to import another one we're gonna import this external ambient occlusion and we have this ambivert mixed ambient occlusion which is the one that we're going to be importing hit OK the ambient equation it's on the red Channel I'm gonna hit OK and there we go the ambient cushion is super important because it's going to give us this extra layer of depth and uh like General Darkness right now we can of course change the roughness again or sorry not the roughness the opacity and go to something like a 50 as well so that it's not as intense I'm gonna hit okay and there we go now how does this work how does uh 3D code work well it's it's pretty much a painter software again it has a lot of different things I've I've I'm only starting to use it as uh as a new tool for my Arsenal because I've been using substance for so long but it's really really fun so far so let me show you I'm going to create a new layer I'm going to call this layer base layer that's B let's call this a base layer so on this base layer I'm gonna go to my colors over here and I'm gonna go for a sort of like darkish tone and I want to go for a warm gray okay so something like this not super colorful but just a little bit of hue right there I'm gonna hit okay now the shortcuts here are uh right click to move this thing up and down middle Mouse to move the character from one side to the other and then if you press alt now what's it just click to rotate the character and of course if you click with paint I'm gonna make this thing smaller and if I start painting you're going to see that yes we are adding the tone but we're also adding some sort of like depth information and that's something that we might not want right now so the reason why this software is as powerful as substance for instance is because not only can you paint on the color Channel you can also paint on the metallic Channel and on the roughness Channel and on the depth channel so on this layer right here I'm going to change the depth opacity to zero I'm going to change the roughness opacity to zero as well and even the metal opacity to zero so what I want to do is this layer is just going to be Pure Color pretty much like whatever I paint here I just want to be painting Pure Color as you can see right there I'm gonna of course go to the Symmetry option right here I'm going to say Symmetry and I'm gonna toggle the Symmetry on so symmetry symmetry there we go and we're gonna enable symmetry so that way if we paint on one side of the character let's do X symmetry there we go we paint on one side we're going to paint it on both you can of course uh not show the Symmetry plane so that way it's not as distracting and we can make the brush really really big and just give it a huge huge huge like pass here on the element let's go to all of the faces this thing has some sort of like back face masking so you need to actually like touch every single part of the character to to make sure that you're painting it properly as you can see this gives us a really nice car brush overall and now we can talk about some traditional Concepts that we're going to be using to start adding color to the element if you've ever dabbled into digital painting you might know that one of the like most typical things that people do when they're painting is they build up their values first so the the dark and the light tones and then you can overlay or add color on top of those stones and as long as your like tones are working properly on the black and white values then color comes a little bit easier okay so what I'm going to do here is I'm going to create a new layer this layer I'm also gonna set the depth the roughness and the opacity to Zero by the way you can also do this on the brush like up here it says how much you're painting on each of the channels depth roughness and stuff like that you can remove that and now I am gonna go and I'm gonna grab some light color so I'm gonna grab this guy I'm gonna push my values up okay and I'm also gonna like move them a little bit into the like warmer so like yellowish still just to get a little bit of interesting variation something like that and what we can do is we can use this brush I'm actually going to change the brush I like using a harder brush for for this effect and now I'm going to start painting the light on my character I'm going to imagine that this guy is getting light from the upper planes right like there's a there's a light bulb on top of him and he's getting light from those particular areas so all of the areas that I know and I see that are getting influenced by the light I'm gonna start adding a light and and just like brushing in this very nice clean value now the cool thing about this is as you can see since we're working with opacity as I start adding this like stroke so if I go really soft right there I get a slightly different tone can you see it right there on the on the eye if you press B on your keyboard you're immediately gonna sample things this is one of the things that people do a lot in Photoshop on their digital painting or in like procreate and stuff like that they just sample the colors of the gradients that are being created so that we can work with this tone right there and not add any more light than what we might need and look at that like just by doing that we can start using that new tone that we added to soften up the transitions between all of the different elements also if you make a mistake you can grab the the tone on the base to just like start blending in all of these different effects and I find this super fun to do guys like this is one of the things uh that I really really enjoy doing which is like traditional painting because it reminds me a lot about miniature painting and you guys know that I I do some miniature painting for my DND campaigns and stuff so this is the kind of stuff that really really it's just very very fun to paint okay so I'm gonna grab this again this sort of light tone it's not super light still on the on like the mid-tones and I'm just gonna start adding light on the areas of the character that I would expect there well to be a little bit more light like on this like upper part of the shoulder like a little bit here on the arms and I can be a little bit loose right now for this like initial build up stage that's go to the back here so all of this area right here will be like illuminated right and then once I have this I can start grabbing this middle tones and I can start like fading in these colors I personally really like when the hand painted stuff looks a little bit sloppy because it reminds me a little bit of like impressionism you know like Bangkok and stuff and uh I've always liked that sort of feel but if you take a look at like World of Warcraft League of Legends and like hand-painted stuff like that it's usually really really tight like the the Transitions and the softness of the whole thing tends to be quite quite tight see how in a very single tone we're already adding so much volume to the character and it's just one tone right now or today I'm just gonna be focusing on the um on the on the main body of the character but we're going to be doing the same thing with everything else later on like the tail and stuff now of course things like the little hair that we have right here uh well it's covered by Shadow but that doesn't mean that we can't light it up there's a a different concept it's a little bit more advanced but it's called local uh colors so uh if you if you take a look at me right now my hair has its own local color my skin has its own local color my shirt has its own local color and we are like the hair my skin and the shirt are all being influenced by the lights that I have here in the studio and we are are all receiving the same amount of light however even though we're receiving the same amount of light due to the local color that we have or the local Luminosity we are not reflecting it the same way right so this could be like white hair and therefore even though it's on Shadow it's still gonna like glow a little bit more now I'm gonna go back here I'm gonna go to the colors I'm going to go a little bit higher just a little bit and I'm also gonna go with the brush a little bit smaller as we start adding more of these things right here we're gonna be simplifying this and we're going to be adding a little bit more light to the whole scene not forgetting to blend like this but that light is going to help me like bring all of these volumes up even more and the hand painted technique works really well because you don't actually need all of the maps that we normally need like the the reflection and the metallic map if you paint everything this way okay now for instance here on the eye I'm actually going to grab a darker tone I'm gonna paint very carefully the inside of the eye right there I might even wanna might want to grab this and make it a little bit darker hit okay especially this like inside part right there I can paint it so it's even darker you you do need to know a little bit about like traditional shading if you guys never taken like a like a traditional uh drawing or painting class I strongly recommend you do even as a hobby it's a it's a really good idea yeah my God sorry because uh it teaches you about very very important stuff for instance this guy right there that's a that's a reflection pretty much so I'm gonna go really really high on the values and I'm gonna paint that reflection right there okay and that's gonna make it like pop quite a bit like that and if I want to make it even like brighter I can go a little bit higher never go to the full like white because once you go to that full like value it's very very difficult to um to come back from it okay you're not gonna be able to to get any more uh like value from there but look at that that's a nice little like wide effect now we can't use this white right here because now it looks like we're painting of like some sort of like war paint or something so that's why building up our tones is super super important when that when working this way because by by doing this softly and uh and creating the tones in a nice way we're gonna be able to create these very nice again stylized hand painted effect on the whole thing now if we want to paint a little bit of Shadows this is very important I do want to do some Shadows on this guy and I know we're using this very basic color right now this just grayscale what I can do is I can go darker because I'm going to go to the opposite side of the color wheel so this is a blue Shadows why because what's going to happen is by having these blue shadows I'm gonna be able to create a little bit more contrast probably a little bit less saturated I'm gonna be able to create a little bit more contrast on the colors themselves so let's sample that color right there and very Softly start creating this shading here on the sphere and we're going to start blending of course like if I see that I need to to clean some of this stuff we can start blending now of course the eye will be projecting a little bit of a shadow on top of this like uh this element right here then we can bring back a little bit of the of the skin color and look at that we're creating a really really nice depth that's all painted this is all painting normally we would normally we would do this with lights and shadows on a rendering engine but by doing this method right here it allows us to create something that looks a little bit more interesting let me show you real quick here for instance for the um for the nose I'm gonna grab a like lighter tone right here and let's add a little bit of life here to the to the nose again V to sample the colors just keep building the the values and you can see the the layers of transition that we get there the more we blend we can even switch to a soft brush for instance if I switch to this soft brush right here and I grab this the blending is going to be even easier because the software will allow me to to create a an even nicer and a cleaner transition look at that like if we take this like this is just a base layer this was just a very basic color very similar to what we had right here in the in in substance now I know we painted this layer right here but there was nothing this is like this very simple light layer it's nothing compared to what we can do by doing this a very cool looking um like uh effect right here now I'm not gonna have time to to do the whole process I would love to just stay here and continue working on this character for like hours and hours we'll probably do a little bit more this week I can't promise exactly when but I do want to do a couple of extra tricks uh but this is like a very basic construction that you can do and I do want to show you one more thing I'm going to create a new layer here a new uh color layer again we can turn this off or the brush either of them is perfectly fine and what I'm going to do is now I'm going to go for the local colors which were the colors that I was mentioning so I'm going to go for this sort of like brown color okay and this brown color is going to be covering pretty much the face of my character like this okay then I covered the nose real quick just because it's a little bit faster so imagine this thing is covering the whole thing I do believe we have an eraser by the way so in case you need to erase we can erase specific parts of the of the element right there foreign again oh let's go to brush there we go the eyes for instance the local color well give me one second let me just finish this so once you find the local color of course this local color is deleting all of that beautiful values that we were able to build but if we change the blending mode of this color to something like an overlay for instance look at that or we can change this to a soft light right we can do a multiply even like there's a couple of a lot of different things that we can do here to blend the very nice uh values that we created I usually like the soft light or the hard light we can blend those values that we created and create look at that this is very very rich colors we're creating very very deep transitions on the little uh thing right there and it's getting a well it's giving us a really really cool result as you can see right there we can do the same thing for the eyes so I'm gonna um let me create a new layer and I'm just going to go to the brush I'm going to grab a white color we can paint the eyes okay and right now it looks very flat very ugly but if we set the Eyes First to something like a like a linear Dodge for instance linear Dutch is a little bit too much let's do like a multiply oh let's try linear burn I wish it worked a little bit like Photoshop where you could like move things around overlay overlay looks quite nice look at that we get the very nice brightness on the on the eyes and of course we can lower the opacity to something like a 50 so that way this layer is making the eyes pop why quite quite quite a bit without actually removing all of the very nice information that we built underneath it one more layer here let's do a darker color for the nose so we're gonna go for this I'm gonna go darkish reddish something like this and we paint the nose like that and again we switch the blending mode to something like an overlay or in this case we can try again like a hard light there we go and we start building something that looks really interesting The Next Step would be to add another layer yet another layer and start sampling the colors that we're getting from this guys for instance that very shiny effect I'm going to go a little bit more towards the yellows I'm going to brighten this up a little bit right there and now I can start painting with color I'm no longer worrying about lights I'm actually going directly to the color and we're going to be using Color to brighten out a couple of the areas that we want right here okay so that's it guys that's the that's the like super fast uh introduction to to 3D code that we have right here seems like oh I might have mistakenly disable my symmetry there we go so with this guys hopefully if you guys are still like on the fence about how or what to do with your um with your characters and you don't know how to get this very interesting um like hand painted effect well this is a great technique remember that we also have again the 3D code course ready for you in the code down here so you can get it for like 90 off depending on where you are in the world and uh learn all of the other amazing tools that 3D code has to offer I'm gonna be back tomorrow I want to go in and take a look at the Japanese tunnel we finished the mass yesterday and I think we can add the smoke and that just a couple of extra little things so make sure to leave a like guys share subscribe uh it helps the channel a lot and I'm gonna go I'm gonna finish this I'm gonna go back to working on the final parts of the mechanical creature that we're doing for the next premium course so stay tuned make sure to hit the little bell icon and I'll see you back on the next one bye
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Channel: Nexttut
Views: 15,056
Rating: undefined out of 5
Keywords: maya 2018, zbrush tutorial, maya tutorial, nalini kanta jena, character sculpting, zbrush sculpting, zbrush turorial, beginner zbrush tutorial, human anatomy zbrush, modeling tutorial
Id: ld4qBMBL0fg
Channel Id: undefined
Length: 22min 30sec (1350 seconds)
Published: Wed Feb 22 2023
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