How to Colour Your Sculpts - Blender 2.9

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hello and welcome to gabbit media i'm grant emmett and today i'm going to show you how you can color your sculpts now this is not hand painting this is a procedural method and it doesn't work so well in ev it's more for cycles i'll be doing a lot of weird stuff in node so make sure you've checked out my playlist about node school so a beginner's guide to nodes and you might want to check out my quick tips playlist which has things like camera rotation and rendering as video files and so on now the first thing to note about my character if i turn overlays back on is that it has separate objects now you can color one object with several colors it's just much more awkward so it works for objects that are separated out like this also it's worth pointing out to speed things up i have decimated my mesh so if i go into edit mode now you can see it's still relatively high poly but it's certainly not what you usually have with a sculpt so back into object mode you can find the decimate modifier over in the modify tabs add modifier decimate and then you can start bringing down the quality or the polis of your objects and you just bring it down until you start to notice a big change so i could have even brought this down a lot further i'll close that down because i don't want to reduce the quality any more than it is but if you are exporting to any other engine or something like that you will want to decimate ideally you re-topologize and the decimate modifier is a very quick dirty way of doing that so each of these if i go into them you can see that they've been decimated now as i mentioned it won't work so well in ev if i go across the eva you can see what it looks like and you can see it's a lot flatter and a bit lifeless okay so let's go across the shading tab and see what i've done so if i click on each of the objects they are all textured in the same way the node setup looks slightly different but it is actually the same thing so let's take the hat for instance i'm going to duplicate this with shift d and just move it off to the side here i'll delete this texture and create a new one for this hat it's also worth pointing out that i'm in cycles using my gpu because that will make it much faster but i can't use the denoising the optics ai accelerator denoising because i don't think it works with the ambient occlusion node so if you try it and you get this cancel at the top here that's probably the reason why okay so let's recreate this node setup let's just bring this up first of all and zoom into my nodes a bit more now to give it a slightly hand painted look i turn the roughness right up and that's pretty much all i changed on the principle bsdf the most important node to use is the pointiness node so you press shift a to add and it's under input and geometry so i'll bring that in and the pointiness is just there now in order to see what this node does i'm going to use the node wrangler to create a viewer node now the node wrangler is edit preferences add-ons start typing in node wrangler and make sure it's ticked then close that down now i can press ctrl shift left click on this and keep pressing it until i get to the point in this node and that's what the pointless node looks like you can't see much but if you zoom in you can actually just about see that some of the areas are lighter and some are darker so what we need is to boost that effect so in order to boost that effect we need a color ramp so shift a to add and that's under converter converter across to color amp and then make sure you slot that in here i'm still going through the viewer node at the moment now let's zoom in on that with this i can then boost the blacks and you can start to see what happens as it creates this sort of shading effect and bring in the whites as well so the extremities get that white brush as well usually the best position is 0.6 for the white and if i click on the black 0.4 it's kind of a magic number really if ever you're in doubt go for that now one thing to be aware of if you push too far can you see those very black areas there you start losing the quality of the color information when it gets to this stage so i'd advise against that and probably stick 2.4 and 0.6 so roughly around there okay let's zoom out a bit and let's plug that into the base color and control shift left click on the principal bsdf to see what that's looking like so if we want a nice white hat then that's fine we can take this a stage further using this pointiness node i'll just bring these down here and we can change the color of our hat the way to do that is to mix between this pointiness and color ramp and the color so shift a to add color mix rgb and i'll slot that in there and i actually want this on the bottom one now the color here if i change this to something like blue like we've got over here you can see it's just blending between the two so this color ramp if i control shift left click on that you can see it's quite white and then the mixed rgb is blending between blue and this white we don't really want this mixed with our blue we actually want to use an overlay mode so up here we have the blend modes as you can see blending mode and there's a really great one called overlay that will make the dark bits dark and the light bits light so the dark bits from this will affect the blue and the light bits of this will also affect the blue and make those dark areas darker and those light areas lighter especially if i bring up the factor which is the amount of this being used we've got that pointing us effect but we've got that full blue coming through so if i ctrl shift left click on the principle bstf we can see that effect i'm going to turn the roughness up a bit more as well and we're starting to get there now there's one more important stage and that's to use this pointiness node for the color so i'm going to duplicate this color ramp shift d and i'm going to actually plug the point in this node into it once again and ctrl shift left-click to see what that looks like but this time i'm going to use this as the color so in the dark areas i'll click on that black and i'll change it to sort of blue somewhere around here fairly dark blue around there and now in the light areas and click on the white here i can then change the white to a light blue somewhere around there so we're sort of increasing the intensity of this and we can change the color quality as well now that's a simple way of doing it dark blue and light blue but you can actually do some really interesting things with color if you understand a bit about color if i click on the dark blue blue is a sort of cold color and often used in shadows if i go to the light blue and click on that shift this slightly less saturated that way the shadows are coming across nice and blue and the lighter parts are becoming slightly warmer don't worry too much if you don't understand the color theory behind this if you're confused just choose dark blue and light blue when i like to on the light blue just desaturate it slightly then if i plug the color into here and control shift left click to see the color out we can see more of a hand painted look let's try the principled bsdf now and it's certainly getting there it's a little bit light at the moment but we can go one step further shift a to add input and an ambient occlusion node now i want to mix these two together with the node wrangler installed i can control shift and right click and drag and it creates a mix node for me and with this i'm going to use the blending mode of multiply multiplies a bit like overlay but it darkens everything so any black or dark grays will come across and darken the blues and if i bring that up it starts to bring the color down and we've got a more hand painted look i probably need to adjust my color slightly now so come across the hair maybe make the blues a bit darker and i may have desaturated a bit too much so we can come to this one here and come out slightly maybe even go to the purples for this just to give it really interesting look and i'm just gonna mess around with these colors now having a bit of fun i like that sort of purple it's got a sort of magicky feel we could even try adding another slot into our color ramp so just press the plus icon here and then we can move this one across and maybe change it to a very bright white and then it's got this sort of dusty look over the top of it and if i bring these together then it should sharpen that up a bit which again gives it that sort of hand painted look so here's the color ramp and the colors views there and that's got a nice hand painted look already there's the overlay color ramp going through this overlay node here which causes this effect then we add in our ambient occlusion which looks like this it's only very light that we can boost that up with another color amp if we want so let's just copy this one for now shift d drag it into there go through this color ramp i'll just bring the whites down and then we've got more effect of that ambient occlusion through the multiply probably a little bit too much now with this but you get the idea and i don't think i really need the color ramp so you can press m to mute on that one and then through the principled psdf when we get this look try quickly unmuting that and muting again now maybe that works okay so if i click on the nose for example you can see those two there going through the overlay the ambient occlusion multiplying those together and coming out the other end same with these although i set up two pointless nodes but they are actually just the same if i hook that up there it's exactly the same as the other one so they're all the same and they've all got that style looks a bit like he's got a magic hat now next to him or maybe his friend's invisible now the very last thing to point out i suppose if i go back to layout mode and just zoom out a bit you can see my lighting setup i'll just hide the camera setup but you can see i've got three point lighting so lighting that goes around my subject like this also the shadows on the floor if i select the floor you can go to the object properties of the floor go to visibility and there's an option for shadow catcher there and it catches the shadows but again that only works in cycles lastly there is an hdri in the background and pretty much any hdri will do the job there okay so thanks for watching let me know if this was useful to you and i'll see you next time
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Channel: Grant Abbitt
Views: 76,627
Rating: undefined out of 5
Keywords: understand, texture, paint, learn, blender, tutorials, 3d, art, graphics, game, material, guide, easy, painting, how to, gamedev, sculpts, sculpting, texturing, materials, colour, procedural, blender 2.9 tutorial, blender 2.9, blender 2.8, blender tutorial, blender 2.8 tutorial
Id: pX4KQ7wjEec
Channel Id: undefined
Length: 10min 18sec (618 seconds)
Published: Wed Sep 09 2020
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