Handpainted Textures Tutorial for ABSOLUTE Beginners

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this tutorial is sponsored by the 3d coloring book a project specifically designed to help empower artists who are struggling with texturing a substance painter and to help show you that anyone can create beautiful pieces of art with just a little bit of practice and guidance to instantly gain access to hundreds of pre-made professional level models and hours of high quality tutorials click the link in the description and begin your journey today [Music] hey guys my name is angus remikin and this is my breakdown for stylization in this video i'm gonna run for the stages i went through while creating my goal name post box starting from referencing and concepting moving on to modeling followed by unwrapping and texturing and then finally my process for producing my final renders a quick overview of the software used for this project i use pureref for my reference boards photoshop for our initial concepts hand painting my textures and compositing my final renders 3ds max for creating the actual 3d model 3d coat for unwrapping as well as some minor texturing and lastly sketchfab for my final renders lastly just before we jump in this project was created for my final week of the cgma course creating stylized game assets with ashley warren ashley is an artist at blizzard entertainment who's been working on a world of warcraft for many years now as a prop artist throughout the course ashley provides a lot of really good insight and advice towards hand-painted texturing and free art in general you really get a lot of invaluable feedback from not only ashley but the entire class that just helps push you the quality of your work forward so a big thank you to them and ashley so when i first start any project i like to begin by getting references a quick intro to the software i'm using here it's called pure f it's free and it's used for building reference boards you just click and drag any images you find online into it and you can easily start to build a reference board you can also add notes like you see here using control n i like to use this to organize my references and also know artist names so i can easily explore more of their work in case i want to find out a bit more about them i knew before i started the project that i wanted to create some sort of prop for a culture within world of warcraft what sort of actual prop i wanted to create though was a bit of a mystery so i started by exploring the various cultures throughout world of warcraft and one area that really stood out to me was gilneas which is the home of the sort of werewolf style race the worgen and i really loved that victorian londonesque buildings and sort of gothic look that it has uh it also started as an area that had plenty of room for further development with there being plenty of props that i felt i could really be explored further gilneas has the old english vibe to it and something that popped into my head while exploring it was the red pillar style post boxes of the uk i thought they seemed like a sort of iconic british object and since gilneas seems to draw inspiration from the uk i figured it would be cool to see gilneas take on that iconic design so here in prior ref you can see some of the screenshots i gathered that i felt really captured the gilnean style i also gathered some original concept art of goldness as well as some artworks from art station that i really liked the look of looking at the concept art and screenshots i tried to break down the key elements and motifs that made up the gilnean style i also used online resources such as the web wiki to explore the lore and notes on gilneas so from my explanation of screenshots and concept art the key elements i noted were the high slanted tail roofs the onion dome sort of shapes it often set atop the more narrow designs the frequent use of candle lanterns and a color scheme of deep blues deep browns grays and bright complementary oranges which is often used in the windows and lights of much of gilneas environments also from exploring the lower and wicky materials i know that the roses were often used quite a lot uh and as seen here in this gilnean crest and they're almost like a sort of emblem of gilneas i think this method of exploring games cultures and art that you love and really analyzing the themes used throughout and then breaking down the assets into common motifs and designs is a great way to improve your concepting skills coming up with an idea without using reference is really quite challenging lastly i believe that exploring beyond what already exists in a game and developing new concepts but in that game's style is a great way to show your ability to follow a company style and ensures that you really understand how to use their design prompts and motifs to create interesting concepts so now that i had a good understanding of what a girl named prop looks like i moved on over to photoshop to sketch up some rough concepts you may also notice that shape wise these are a little taller and narrower than my final model i'll cover what that is in a second so look at these sketches you can see that you don't need to be a drawing wizard to come up with a good concept for techniques used there's nothing really i have to highlight it's just simple sketches ultimately the most important part here is getting that clear concept across so quickly running through them you can see where i've incorporated those various design elements such as roses onion domes tiled roofs and candle lanterns once i had a variety of designs i'd label them as you can see here and shared them with friends and community groups to find out what designs people like the best from us it seemed that there was a consensus towards designs a b and e so i combined the various elements from these designs into one more fleshed out design sharing your art is super valuable and i can't stress enough how much it helps improve your work sometimes you can get tunnel vision on a design and become so overly attached to it that you don't realize it's flaws if you share your art then people can point out the pros and cons of your design in fact that's exactly what happened here i became focused on that uk pillar style post box shape that we discussed earlier that i didn't realize that it wasn't quite in line with the typical world of warcraft post box designs post boxes and wow all have more top heavy designs and a bit more short and wider luckily i shared the design early on and actually pointed this out to me and helped to produce a design that was more in line with well so with my concept complete i was ready to move on to modeling i like to start out by just blocking out the major shapes first and obtaining a nice silhouette so in this case the most important parts were the base the central box and the roof for the base and central box i just used standard box modeling methods i also saved a lot of time by using two symmetry modifiers on the x and y axes in 3ds max you can click the show end result button here to preview your changes and all your mirrored objects for the roof i started with a plane cutting edges into and aligning the edges and verts to my concept in the background made heavy use of signature here also as you can see modeling just one side of a single roof and repeating that around symmetry is a really good time saver and you can see here what the finished roof looked like i ended up making it a bit taller later down the line as i felt it was a bit too squashed for the gilnean style for these foreign railings the rose stems and these little ropes i used 3ds max's spline tools these curling ends were made using the helix spline i just draw a rough size i want and this mess up the sliders until i get a shape that i like to add thickness it's under rendering just tick enable and view port and adjust the thickness i'll also reduce the amount of sides as it's a fairly small detail that shouldn't need too many polys i use a similar process for the rose stems and rope but instead of a helix i just use the length tool instead once i have something i like i just convert it to an edible poly from here i cut out some edge loops to reduce poly count and extrude out the longer railing and extrude out some forms for my plants and ailments such as the smoke moths and letters i actually textured them first i started by painting them out in photoshop and making the background and alpha a quick and easy way to elf off everything you need is by making sure you paint all the objects you want to alpha on one layer then duplicate that layer and apply a white color overlay underneath that layer i place my black background with those two layers visible i press ctrl a to select my entire canvas then ctrl shift c to copy for multiple layers from there head on over head on over to channels add a new layer to your alpha channel and finally ctrl v to paste your overlay i can now delete those color overlay and black background layers also to avoid any sort of bleeding on your transparent objects be sure to paint a similar color on the layer below this way any bleeding will blend with your texture lastly just make sure to save your texture as an image file that includes an alpha channel in this case i use targa with my alpha material done i import it into 3ds max and assign it to a plane using the cut tool i cut out a rough shape around each of my objects [Music] delete the area of the planes that i don't need now i continue to make cuts and arrange my verts to suit my object's shape for these leaves i place cuts that assist me in making a more natural leaf shape i make sure to take preserve uvs this will prevent my texture from warping while i move the verts about once i'm happy with the shape i pull the verts about to create bends in the leaf once i'm done i select all the faces of my leaves and attach it as an object i can now use this to create my plants i repeat this process for all my alfred objects [Music] and here my roses smoke letters and moths after following this process so now that i have my model complete i export it over to 3d co i like to make each uv set one size above the final resolution so in this case i'll make the post box 24 to 8 and export it out later as 10.24 this makes the painting process easier allowing me to pick more detail accurately and export it out at a more appropriate resolution later the first thing i usually do once i'm in 3d coat is clear all seams and unwrap your uvs will look horrifying don't worry it's just to reduce the amount of clusters while unwrapping and makes it easier to see what you're working on after unwrapping all my object this is what i ended up with i use a lot of overlaying faces so that i don't have to text them all uniquely and also just to save uv space since the prop is made to be viewed from the front i decided to make cuts at mostly the side and stack the front and rear faces if i had made front rear and side cuts the repeated texture might have been too obvious to overlay one identical unwrap atop another just select the face you wish to overlay hit control c then select the face you wish to lay on top of and hit control v remember to stat uvs they must have identical topology and uv seams to help align the texture of all the roof tiles and save myself a lot of time i stacked every single side of the roof to share the same texture i could have maybe made two different textures here but i think it worked out well in the end for cylindrical shapes such as the rope you can cut a single seam up the edge unwrap it then use the two strip button to flatten out any wonkiness this makes texturing it much easier be sure to always take into consideration how your object will look once textured it's important to find a balance between saving uv space using uv stacking and making sure the stack texture won't become obvious once i'm happy with my unwrap i'm ready to start painting i head on over to the paint room in 3d co i set my lighting mode to unlit by pressing 2. this removes all lighting and lets me paint more accurately if first a bacon occlusion and curvature mat for the occlusion i set light sources to sphere and hemisphere i want the various objects to cast shadows on one another so i leave separate paint objects unticked for my curvature map however i take separate paint objects i'm also do this as i found leaving it unticked gives me some pretty funky results i set my curvature to overlay and my ao to multiply they can be pretty overpowering though so i usually crank the opacity on each down to about 50 underneath those two layers i place my base color layer you can do this step in 3d coat or photoshop it's entirely preference i like to use 3d cop most of the time as i can use the fill polygon paintbrush to block out areas that might not be part of their own uv island such as this later face and the wooden planks of the central box i'm just fast forwarding for a year as i fill out the rest of my object with his base color [Music] i'll also apply a black to white gradient to my entire object using 3d coats gradient mode under the paint bucket tool i set it to overlay and again crank the opacity down to about 50 before i move the texture over to photoshop i lower the padding so that the texture is more manageable to do this go to file export objects and textures and then next to create padding i change the value to about 16. i back out of that window as i'm not fully exporting right now now i hit ctrl p to move all my layers over to photoshop i colorize my ambient occlusion and curvature maps by clicking here in the bottom right then selecting hue saturation this will create a huge slice saturation layer i set one above both my ao and curvature layers i set these as clipping layers so they only affect the layer below a quick way to do this is hold alt and click the line between your two targeted layers on each layer take colorize and adjust the sliders appropriately for my ao i go for cool tones as it's my shadows so a blue or sort of purple shade i also reduce the saturation a little i don't want it to be too overpowering and for my curvature i go for an orange to simulate the warm highlights of the candle light for the gradient map i select the gradient map option instead of hue saturation to edit your map click this channel and adjust these sliders the left and most sliders represent the darker tones which again i'll make cooler shades of blue and purple while the right represents the brighter tones which will make warm oranges once i'm happy with all my maps i flatten them down into a single layer i use this layer mostly as reference while painting you're going to end up painting over a lot of it but it helps a lot throughout the painting process i usually add another ao ingredient atop all my layers later in the process anyway to help simulate light with my base and all the bakes done let's have a look at my final texture you can see here on the tiled roof how i've used the base to assist me in painting when i paint i consider three major elements details highlights and shading details are what i consider the lines and shapes that help to find the surface of my texture examples of this are the cracks that separate my tiles or my bricks highlights is the lighting and reflections of my texture you can see here the highlights i've painted on the edge of my tiles try to consider where your light is coming from for me it's from the top but if you don't have a clear light source then top down lighting is always a safe bet to go with lastly shading is the surface colours things like shadows dark and colour variation that's what helps reduce the flatness of your texture i follow this process for the rest of my texture there's no strict order in which i follow this process i just jump back and forth considering these elements as i paint if i feel that a certain part of my texture is lacking i just examine each of the elements to identify if there's anything that could do with some improvement i also like to add an artificial light layer i do this by setting a layer to overlay and painting in areas that are heavily affected by my candlelight lastly i reapply a gradient map this helps to even out the lighting from top to bottom with my model and textures complete let's type the head on over to sketchfab for my sentence i went with lip shading for hand painted i'll usually go off a shadeless look but i like the slight shadows that were cast from lit i didn't want it to be 2 hour powering though so i lowered the light intensity way down to about 0.2 i like to add some ground shadows also so i use the baked ale ground capture it helps to ground your model and gives a nice soft shadow i used one small point light to help give a subtle glow to the lantern you can see here the difference that it makes it's so but i think it helps i apply all my materials placing my targa with its alpha channel into the opacity layer i also added a slight opacity to my glass lantern as well as some yellow emission to really help achieve that burning candle look lastly let's have a look at my post processing i use ssao to add some nice shadows to the crevices of the model a very subtle depth of field effect it's only really noticeable when you zoom in though sharpness is great that helps to make the smaller details of your texture really stand out i find somewhere between point one and point four works best a slight vignette and lastly some blue i usually don't use bloom it can be a bit hit or miss and i feel it depends on the model though i think it works really well here helping to give the lantern that bright glow once i have something i like i just export it out using sketchfab screenshots you can use the sketchfab background or tech transparency and make your own background in photoshop it's really whatever you prefer i just take these renders over to photoshop add the details and i'm done here are the final renders and that's it i hope you enjoyed my breakdown if there's any questions be sure to leave them in the comments and i'll do my best to answer them big thanks to starlight station cgma and anyone who provided feedback throughout my project if you want to see more of my work be sure to check out my website artstation or twitter you
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Channel: Stylized Station
Views: 39,300
Rating: undefined out of 5
Keywords: handpainted, game art, 3d modeling, digital painting, handpainted textures, texture, blender texturing, 3d, digital painting for beginners, handpainting tutorial, blender texture, substance painter, texturing tutorial, beginner tutorial, handpainted texture, handpainted tutorial, step by step, 3d modeling tutorial, texturing, blender, modeling tutorial, digital painting tutorial photoshop, gamedev, low poly, stylized character tutorial, stylized handpainting textures tutorial
Id: XVITiYKeaNs
Channel Id: undefined
Length: 21min 6sec (1266 seconds)
Published: Tue Aug 04 2020
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