Painting Stylized Game Assets | Blender 2.8

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hello and welcome to Cabot Media I'm grant Abbott and today we're going to be actually painting our bridge over the stream scene now you may be one of those who's just joined us and just wants to get on with painting and you've skipped the previous episodes if you've done that you can download the model in a blender file ready to go it also has the grass texture pack with it and it's pay what do you like there's no suggested price it's just the way you can support me or if you're unable you can have it for free if you've made your own model and you want to set that up for painting then just look at my QuickStart guide and that should help you however if you follow through with me then you've got a texture that should be game ready and shouldn't have any glitches in it so if you do get any glitches you might need to look at a previous episode so I'll quickly go through my scene and I've just noticed I've left my blender file on scene and you need to change it to view layer and that's what it will look like normally so if you downloaded it to change it up here to view layer we can actually bring this up now and that will give us more room for our brushes I think you've started in texture mode so don't worry about that so texture paint mode you should come up with this panel over here if you don't click at the top panel the active tool and workspace settings I've split mine into two so I've got my image here but I do like to have my node set up here as well let's press n to get rid of that panel it's not particularly important but I just like to see what I'm doing the main workspace is obviously this one here and we're going to start on the base today I'll very briefly go out to layout mode and explain what you've just downloaded if you've downloaded this so you can see my different collections here and I've just split them up into groups but you can see my modules over here if I go into edit mode with that you can see what it's linked to if I select all we can see them highlight it there so each of those if I go into edit mode they're linked up so when I start painting on one of these everyone will be painted on I haven't done much rotating or anything like that but you might want to when you finish painting just rotate these around its local z-axis 90 degrees and then they're all looked different so all these are the modules and then the base and the river are on their own I'll talk about adding flowers and part of effects or whatever in later episodes back to the texture paint so I've got my base selected at the moment and were actually ready to start painting but one thing first I use pure F for my reference images and you can see I've got lots of different things here and this is pretty minimal actually for referencing you may want even more than this so grab a load of references and I have two monitors so I set this up on my second monitor now if you don't you can change this to view and then load a different image in here and pin that image press that pin button and then this won't change every time you select a new object but I'm going to turn that off and put it back to paint where it was that means we can paint on here if we wanted to and that's another reason why you might want to unwrap well the river for example I could paint on this texture directly and that might be easier in some places so let's begin I'll just make sure that my base is selected so I was in object mode there changed to a texture paint mode this should be where you've started anyway so that should be fine and the texture that I'm using is called everything material so everything is on this one texture here first of all you'll notice that it's quite shiny you should be in look dev mode or rendered mode if you've got lights but I haven't got any of my scene so I'm using look dev mode and the look dev mode is using this HDR I hear it's a little bit green net so you might want to change these every now and again to see what you're looking at in different lights but like I say it's a bit shiny so we want to turn the roughness right up for hand painting there we go and it's got this sheen on it and that's the specular and we can bring that really low somewhere around there you might want a tiny bit of specularity but generally we draw it all in now painting the base and the grass they're very different objects and it's a bit awkward because ideally I want to fill the base in with a brown color and keep the grass nice and green I'll show you a quick way of how you can isolate these things I'll go into edit mode let's go to side view and wireframe mode so I can select my faces I'll deselect everything with alt a and I'll box select the bottom faces and I've got most of them in there but I'm gonna have to go round and pick up a few more so shift box select and just go around and make sure you've got those perhaps change the solid mode so you can see and they're all in orange so that's quite good and ideally I want to save this so I don't have to keep selecting of like I did if I to the bottom here with the object data I can save this as a vertex group so a little plus sign here let's rename this new group that we've made dirt and then assign and we can see if that's worked by pressing deselect so it's D selected it and select and we can see that we've got the bottom there if I press ctrl I now it selects the inverse so ctrl I and I've just remembered to turn my shortcut keys down on the bottom right here so now when I go back to text repaint mode and press this button next to it here which is sort of like an isolation mode I've only got the top faces which are selected in edit mode so at any time you can go into edit mode select some faces that you want to isolate back to texture Bank mode and then paint on those faces let's go back to look dev mode there so let's just quickly block out that dirt press ctrl I to select the inverse and then let's choose my paint slots and back to my active workspace let's use the fill color to make it nice and easy on ourselves and choose with dirty color so the Browns are down the bottom corner here and we can change the tone of that Brown here and you might just want to see what that looks like now it's on 50% so I'm tapping a few times to add it in it's not a bad color but it's very orangey so maybe across towards the yellows a bit more it's very mustardy now but that's not a bad color to keep so you can go down to your color palette here and press new and we created a new color palette press the plus sign and we've got that color so at any point we change our colors here I can click here and it goes back to that color very handy to have a color palette so let's have a look for some more brown colors or fill those in and see what they look like I might keep that one and that one so just filling in and testing up colors and I think I like this one the best so I start off with that one you'll notice the HDRI does have this sort of dark spots around the place and that's why you may want to go in here and change the rotation to sort of move your HDRI around the place to get different colors on your scene so you've looked out our dirt now let's give it that sort of rocky feel let's go to our draw brush we've got three colors in our color palette so we'll make the most of those I'll click on the second one and see what this looks like just draw some stripes across it looks a bit weird at the moment but I'm going for a sort of nice and easy ways of doing things so you pick up these things quickly don't forget your riverbed then change your color and get some different areas maybe a little bit of shading where there's dents in your shape it doesn't always have to be stripy just get some blobs in there to start this off and give us a mix color and already that looks okay ish very a colour as well so we can get a bit more red in there and I might save that one so just moving around tapping the pen over the top creating some blobs and maybe even across to the green and this one in and just dab a tiny bit of this on touch of blue I know it seems a bit strange but I'm only dabbing really slightly so I've got pen pressure on my strength at the moment I've not got it on my radius though so when I tap lightly it will only come out with much lower strength if I push hard now you can see it coming out with a lot more so pen pressure is really handy maybe some lighter tones in here as well the reason I'm doing this is because naturally there's lots of Bounce light coming from all directions and all different colors so I'm kind of simulating that here but generally we want to keep to this sort of area and I've upped the tone a lot now and that's the lightness over here and I'm moving around this area around the Browns to add in some color okay so we've got a very sort of stripy blotchy looking bass but it's kind of working we can go to the smear brush here and sort of smear some of that out now if you make your brush really big like this it will probably lag a bit so watch out for that keep it fairly small and just smear around the place this is just the base colour we're still working on at the moment the base colour of our base I don't know I find that funny so going around it's worth pointing out here I have my tablet set up so I've got some pen button on middle click that way I can easily go around my shape using my pen so I'm just smudging these in it's a very subtle effect but it takes away so you can see that sort of line there we might not want that really so we've smudged that away are now starting to sound like Bob Roth again and we're looking for happy accidents here there we go see there's quite harsh lines there so I want to smudge those out you can turn the strength up I'm putting my speed up just a touch thought I don't completely bore you with some of this but it is just simple smearing I'm not just going up and down on giving it a few swirls here and there to break up those lines a few sort of diagonal strokes like this to mix it up a bit I'm going to add a tiny bit of detail to this so back to my brush tool and we can just go to the multiply watch I'll feel strength on this so I've turned this to about 0.1 and generally you have a dark ish color multiply is a brush that will darken your colors and I like to go across to the Reds so sort of a very ready Brown when I'm using the multiply brush so fairly dark and ready color and I'll be pressing very lightly on my canvas bring my brush size down a touch I just see what that looks like and I'm creating some dents in here it does sort of accumulate so the more I brush the more it multiplies that's the difference between multiply and just a normal color multiply of course darkens colors but it will sort of keep darkening right down to black if you keep painting so I'm just lightly putting in some / elvis's around the place giving a tiny bit of shape and just sort of naturally looking for the darker colors in places because maybe they're sort of working and then sticking with those especially in these areas where there are actually dents in your mesh you'll want to use those and utilize them and can you see that's now got a sort of divot there I've only got two of those on I've got three there's another there so just lightly painting make your brush a bit smaller to get some real detail and crevice but I take a very sort of sketchy approach here and just sort of squiggle lines as if they're rock formations but it's very light it very subtle can you see those subtle tones being brought out you can't go across as well like this so as if your rocks are broken up a bit you sort of round them out in these areas so these are so like round rocky areas supposedly so don't sort of go across like this and have blocks as it were you round them out so there's a stony bit here and then there's a stony bit down there and maybe this one comes across here and at any point you think oh that's a bit too harsh get the smudge tool out maybe just smudge it in a bit be careful with the smudge tool though you do want bits of detail in places and a smudge talking really well smudge it all up back to the drawbridge I'm going to rotate my HDRI around a bit so we've got some brighter side over here I put a bird tweeting outside my window which is quite nice not sure if you can hear that on the microphone but it's sort of helping me to feel all summery and like I want to walk along this bridge over here so just delicately going around with a brush filling in these bits now I was kind of lucky with my selection I've got exactly where I wanted it to be but it doesn't matter if you've got one that's not selected or something because this is just rough at the moment we're going to combine the both later and then draw a sort of karate patches in there so they can overlap very slightly in fact is little earlier there's a few there you see that I didn't select that doesn't matter too much happy accidents so very lightly still with my multiply brush going around just creating shapes what you tend to do as well is the higher up you are the lighter you get so these bass bits will be fairly dark I might make a nice big brush and very lightly get around my base might change my tone just a touch now maybe come across to the around a bit more just go around the bottom of your base adding a tiny bit of this sort of darkness here okay so it's sort of working at the moment there's lots further to go and perhaps there's a bit too many straight lines here but that's a good starting point don't go too far with the detail because remember we're doing the top as well and then we're combining them together and then we'll add in a bit more detail over the whole thing what I have been a forgetting a little bit about is the middle bits around my stream so I ought to fill in a few of those as well I'll go back to my mix brush bring up my color palette and just bring a few colors in there so the last stage for the bass we've added a multiply in so we've made it darker in places let's change our brush to the screen so the multiply darkens and the screen hence why it's under the sort of darken category here and then screen lightens and there's our light and brushes screen and multiply rather than just darken they actually use the color available whereas darken enlightened they just pull up and down the light and dark it's hard to explain but it is just a much better effect so just across with the screen brush in areas where you want to highlight sort of rocky formations that are sticking out slightly so can you see where this bits dark I'll lighten this area this side so it looks like it's sticking out and then that looks a bigger indentation and where I've got dark patches here I can then build up some light patches around them as if there's an indentation there as well I should really hide this collection whilst I'm doing this you can isolate your object with forward slash that's probably a much better idea why I didn't do that earlier I'll never know okay so it's not looking too bad it's a bit streaky still in this place so where you find those sort of areas then maybe go back to your multiply brush and fill in some darkness so there's some crevices remember to change the tone of your brush so it's a bit darker and maybe I'll get across to the red here as well so what I mean by streaky is these sort of dark patches going down here but I want to add a bit more form so there's rock formations that have built up here so I'm just sort of squiggling around my brush which hopefully you can see on the recording to create this sort of rocky shapes I will darken this a lot along here but I'm waiting until they're joined together to try and get the feeling of that let's rotate the HDRI that's interesting this side still looks quite dark really I might have to lighten it up later but let's just check with a different HDI right you can see what a difference that makes actually only the other one kind of look better so watch out for that because you don't always have the HDI there to help your scenes out so let's do a bit of the grass I can just control I and it will select the grass I can also go down to my vertex and deselect and select different vertex groups if you have them back up to my workspace settings and let's get some greens so back to mix you've got to be careful with this make sure you remember which blend mode you are on I sometimes like to setup different brushes ones a darks lights and ones a mix but I don't want to confuse things at the moment there's no need it doesn't make it that much quicker so on the mix over to the greens bit brighter and somewhere around there so we've got our base color here and I'll just add a few more different colors around this area you can get rid of your colors here as well with the minus sign so click on one minus and that will get rid of it let's try a few of these out that might be a bit too hastily but we'll try it out so again we'll block sean's and color and that's very close to the original I have got my strength down quite low so I put that up to about 0.40 yeah there we go now we can start to see it you see just patching in these colors remember to do it from different angles like this as well not straight down because you might miss some patches around the place I'm gonna go for some real Browns as well around the place I'll add that in as well sort of orangey Brown brush a bit smaller now so I've got sort of more variation and that looks okay let's get our smear brush and just smear a few of those in create some sort of wavy textures rather than just blotches and again do this from different angles back to the drew brush here few darker ones I think you're more rich saturated colors give different styles so if you're inside the wheel it's very sort of past early and towards the outside much more saturated toward the outside you get a very sort of cartoony look sometimes a bit sickly and towards the inside is more sort of gentle look I'm just going to press a to get it all in and see what it looks like together it's not too bad but I'd like some deeper greens in places back to my selection deselect all first and then into edit mode so I can select my dirt colors back to texture paint mode and of course inverse so ctrl I to invert back to my workspace settings up here bit more rich colored green might be a bit too far it may be darkening a touch there that's very rich that one is now touch darker maybe where it's under the bridge and this point is good idea to bring my objects back and see where things are lying I'm going to have sort of a dirty patch here where it's been worn by people walking but under the bridge you'll be quite rich in green with it dirt in so we want it to be similar to our other dirt in fact I just add that color I quite like that one so I go for our main base color of our dirt and just start painting it over this area here and the other side like a bit lighter with some of this you just be reflecting the Sun a lot if the sun's coming down from on top that's why you go lighter with the stuff that's higher up because the sun's hitting it Lester thinking anyway let's go very light it's still nice and saturated just on some areas maybe my brush needs to be a bit smaller yeah we're getting there slowly let's darken this a bit go over to the red small and sort of blend it into the grass a touch I've got a smaller brush now remember so I'm just lightly bringing it into the grass there so it sort of mixes a bit more it's a bit more dirty and deeper it's and let's select all just see what that looks like so it's a good starting point I think become a fair way through and that's probably a good point to stop just one last really important thing make sure you go across to image save that will save your texture as well as the blend files so pressing file save for your blend file doesn't actually save the texture as well so make sure you've saved that in the next episode I'll look at sort of customizing our brushes a bit so we can do some grass and rocky textures and we'll start adding a lot more detail too until next time I hope this helps
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Channel: Grant Abbitt
Views: 17,327
Rating: undefined out of 5
Keywords: understand, texture, paint, how, to, learn, blender, tutorials, 3d, art, graphics, game, material, guide, easy, sculpting, sculptor, sculpt, painting, startpainting, artwork, gameart, b3d, 2.8, eevee, drawing, textures, stylised, style, cartoon
Id: jio4Zh36HZA
Channel Id: undefined
Length: 25min 37sec (1537 seconds)
Published: Tue Aug 27 2019
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