Toadstool Follow Along Texture Painting - Blender

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hello and welcome to gabit media i'm grant abbott and today we're making a beautiful toadstool this is a follow-along exercise so you can either download the mushroom model and paint along with me link in the description but i will also go through how i made the model so you can follow along with that as well if you like what i do then do check out my website and the playlist on this channel for more great content i'm using a display tablet from xp pen again you can find out more about that in the description this is meant as a beginner's tutorial to texture painting but you must understand the basics of the interface and it's probably a bit tricky for complete beginners and also this video is sponsored by skillshare it's very helpful to keep the channel running and keep me making content skillshare have kindly given me access to their online learning and i've enjoyed the chance to take a look and try it out so skillshare is an online learning community with thousands of classes particularly suited to creators they've got a lot of categories that will probably interest you such as animation and 3d art as well as learning about things like freelancing and entrepreneurship i've recently been taking a look at nfts and artwork and a bit about seo as well i found the courses really interesting they were nice and short but just the right length and the teachers were great it's curated specifically for learning meaning that there are no ads and they're always launching new premium classes so you can stay focused and follow wherever your creativity takes you when you join you can also try one of skillshare's live classes so experiencing real-time inspiration as you connect with teachers whilst watching and working along with other members the first 1 000 of my subscribers to click on the link in the description will get a one month free trial so you can start exploring your creativity today okay so let's start by making the mushroom i'll delete the default cube and add in a cylinder instead so shift a to add mesh and then cylinder i'm going to change the parameters down the bottom here and i'm going to give it eight vertices always choose something that's divisible by four in my opinion then you can mirror things easily so when i press enter you can see my cylinder change i'll go around to front view and move that up on top of the x axis here on top of the floor so g zed then one should do that nicely so grab in the z axis one blender unit let's go across into edit mode with tab do a loop cut around the middle so control r and i think i'll do two so use the wheel to do two loop cuts like this left click once and then left click again to set i'll scale those up so esther scale let's grab the top ones g then z and scale them in so we've got a sort of base of our mushroom there okay now if i press e to extrude and then scale outwards we can start building the top so that does that sort of thing like that looks a bit odd at the moment but if i keep doing that e to extrude scale outwards i'll bring this one down so g then said still looking a little bit odd but e to extrude scale outwards and g to grab in the z axis and move that upwards you can kind of see what shape i'm making now and then we can e to extrude move that upwards s the scale and bring it down to there and it certainly needs a few more sort of rounded bits to it so i'll select this edge loop going around the middle here so two to go to edge mode alt left click on one of the edges going around select that edge loop and then control b will bevel that ctrl b and i can create more of a curve to it like this okay so we've got our basic shape i'm going to adapt it slightly because it's very chunky at the top so what i'm going to do is each one of these around the edge i'll just keep selecting these all the way around and then control b to bevel those and that will make it look more rounded but won't add too many polygons most of the time with hand painted objects you're trying to keep the poly count down now if i select this edge loop here and press gg to edge slide that will bring those much closer to the other ones and i can bring them all the way down to their touching like this however that doesn't actually merge the vertices i'll undo that what i need to do is press this button here auto merge vertices now when i press gg to edge slide when i bring them together now when i press g you can see they're all joined together so i'll just scale it in move that up slightly just into position around there we've got a fairly nice shape i'm going to poke this face at the top if you don't know what that is if you go to face mode select that top face and then go to the face menu here or control f is the shortcut for that there's poke faces and that does that now i can select this edge loop coming around here gg to edge slide and bring that down and i've got even more of a rounded top and there we have it a delightful mushroom now it would be good if i got these vertices as well and merged those so let's select this edge loop gg to edge slide bring those out and then scale those in and i'll bring those up slightly as well okay so hopefully you've got the idea of how i made this mushroom base i will edit this model slightly though because i think it's a bit uniform and basic maybe give it a bit more of a curve at the bottom here i'll do another loop cut in here and maybe rotate that slightly g to grab and just do a few edits around the place so just making the base a little bit more curved and shaped i'll grab an edge and use the proportional edit up here so the shortcut for that is o press g to grab i can change that circle of influence as i call it with the wheel of my mouse and then bring it down bring it upwards slightly and change the shape i might even change the top slightly just to distort it and make it look more mushroomy there we go not a bad mushroom i think also i'll select these top faces and press control plus that will grow the selection so control plus all the way to the middle there and maybe rotate it and turn it on its side slightly not sure exactly how i want it yet and i like the way it's looking great stuff okay so we're ready for unwrapping so i go to the uv image editor up here let's make my uv space a little bit bigger on the left hand side and we're automatically in edit mode here so i can select all my shape by pressing a and you can see the current uvs are all a bit messy i can press u to unwrap and smart uv project it's a nice simple way of doing things you can unwrap it in a more detailed way but it doesn't make too much difference for texture painting make sure you put the island margin up though i think .03 seems to work best press ok and you can see it split up there now i could tidy this up a bit but it won't make a huge amount of difference for texture painting if you want to know more about that then check out my uv editing playlist so we go to texture painting over here so i'm in texture paint mode and it's all purple at the moment that's because it's got no texture or material we can tell that because it says no textures over here now what i like to do is bring down an extra window so you can see what's going on and i'll change this to the shader editor i'll press n to get rid of that side panel so we can see here that it's got no texture as soon as i press the plus button here and choose base color and i'll call this mushroom color six because i've done this a couple of times before i always change from 1024 to 2048 it can just be 2000 but it's force of habit it used to be that 2048's more efficient but it doesn't make much difference these days change the base color to a color that you want the top to be i'm going for a sort of purply almost maroony type color fairly dark so reasonably saturated on the outside of the circle and the value is quite low okay turn the alpha off make sure that's unticked because that's to do with transparency and we don't need it and then we can press ok as soon as we do that you can see it fills it in with this maroon color and we've got a new material over here i call this mushroom so i've done this once more in this particular file when i was testing it and now we're ready for painting now what would be helpful is if we could isolate the top from the bottom well if i go into edit mode with tab and alt left click on this face loop around here and press control plus once again to grow my selection up to that point there and with that selected if i press ctrl tab to go back to texture paint mode and then press this button here i can isolate different areas and i just have to press ctrl i which is selecting the inverse and i can jump between the two so let's fill in the base with a sort of lighter whitish color but before i do that i need to come down to the bottom here in the workspace and tool settings under the options i need to change the bleed i'm going to put it up to 16 16 pixels will protect you from reducing this texture size because it's a 2k image at the moment and if you want to take it into a game then you might want to reduce it way down to 512 or even lower 16 pixels will protect you from any bleed and that's why we had a good distance between our islands so the textures wouldn't overlap so let's go to the fill brush here a sort of grayish color like this would be good because i can make it a bit brighter and a bit darker and let's press the fill button and you can see it's very close actually 16 pixels is just missing the overlap there it's a tiny bit of a glitch there but that should come out fine so i was only just close enough with my .03 i think it was on my island spacing now just noticed i had the wrong bit highlighted because i was flicking between the two so i'll undo that and i'll press ctrl i and actually get the stalk this time and fill that in that makes more sense so do make sure you have the right bit highlighted like me okay this sort of shading isn't particularly good if i turn off my mask button here it's very shiny at the moment and it's not really working for texture painting there's a couple of ways we can view this for texture painting but the easiest one to set up if i come up to here and change the lighting to flat it gives us exactly what i want in terms of what will eventually be outputted so it takes away all the shadows and we as the artist have to paint those in so let's go back to the mask and i'll choose the top to start with so ctrl i so i can start painting the top and go across to my brush over here if you need to change your brush size then press f and move your mouse side to side mine's fine as it is now to create a color palette i can press s and then left click and that creates a color palette in here under the color palette section you might have to open that up and to start with i want to create some shading underneath here now when i added the color palette it didn't actually select that color if you press s without left clicking that will select that color and s with a left click will actually add it to the color palette hopefully that makes sense i'll bring my color down a bit and go slightly across the blues i tend to have blues for shading and the warmer colors the yellows and oranges for highlights so let's come into here and start painting now because i've got a graphics tablet my strength is being changed by my pen pressure just here so i can press lightly and less comes out i can also change the radius which i like to use as well so when i press lightly the radius changes as well but you can't do that with a mouse i'll bring the strength down a touch and then i can go nearer the edges just highlight just giving it a nice bit of shape be careful not to go over the edge like this otherwise you get this sort of anomalies so you've got to make sure you're facing it with your viewport whatever you're painting so there we have the shading underneath our mushroom and that's what i mean by we're painting the shade in let's do the highlights of the top then so choose a nice warm color let's come across the warms and make it bright a bit more orangey somewhere around here i reckon and i'll add that to my color palette by pressing this little plus sign there and then start painting at the top and again i'm using my pen pressure to slowly build up some paint a little bit further out and let's see how we're looking okay i'll bring the strength down a fair bit and press f to resize my brush and make it a bit smaller and just paint some of this in a bit more and it's a little bit tough to sort of build it up and what we can use is the smudge brush to smudge it together so the smudge brush here and we can start just smudging it down the smudge brush can be a little bit of a pain though because it does lag a little you can see if i go to edit mode that's where the vertices are and it's sort of made a slight difference in the paint and the way it's been added to the surface so i'm just kind of sorting that section out a little bit and then we've got a bright top and a dark bit underneath now i think it needs to be a little bit darker going all the way around the bottom here as well so back to my brush s to sample that color and let's add that to the palette as well and we've got a nice dark purple there strength quite low make sure my viewport's facing this way and then i can come around and just sort of paint these dark areas in but you have to be careful can you see there's a slight sort of glitch there as it went around the corner it doesn't seem to sort of go around the corners of objects okay so that's coming up around the base now not too bad let's do a similar thing with the base now so ctrl i and i can select the base i've got my gray color there i can now do the shadows so bring it into the middle fairly dark there just come up a little bit and i'll give it a tiny bit of color so across the blues and i can then start painting and you see how useful it is to isolate the base from the top however i'm getting this sort of anomalies as i go around because it's trying to paint around the corners i'll undo that and there is a handy hint for this if we come down to the options if we turn off occlude and back face i can then paint this in and it does paint all the way around it's something a little bit glitchy but it sort of seems to be working today so that's nice so with the clude and back face culling both unticked you can paint through your object so just paint very lightly down from the top and i'm being a little bit rough because i'm trying to give it the look of a texture and not just a flat surface so it's coming down from the top there adding a bit of shade and we want some from the bottom as well so come up from the bottom i'm going to have to come around the side a bit more this is not quite getting the base so you can see the angle i'm painting at that's all important that angle for getting it right and you can see it's being a bit more glitchy at the bottom here isn't it you do have to be a bit careful you can see i'm painting a bit high on this side here that's because i'm at an angle and i'm trying to get this and then it's occluding and going through to the back so we can probably turn this off now i think i'll undo a few of those steps as well so it's not too high and then just manually go around and bring up the shade make my brush a bit smaller so f to resize and just bring up a little bit of texture like okay so nice and rough but if i come up to my mask button we can sort of see the outline of our mushroom there looking delightful okay let's add some detail now so i'll press on my button again and i press ctrl i and we'll go back to the top for our detail now with the brush selected if i come up to the top here i can click here to create a new brush and i'm going to call this spots i can then come down to the stroke now where it says space we can actually change this to dots i actually prefer to keep it on space and then just change the spacing so turn that up to probably about 100 and let's see what this looks like and zoom in a bit make my brush a bit smaller and you can see them there very lightly so i'll just put up the strength i haven't chosen my color yet but so you can see what's going on i've got some spots so that's the spacing of a hundred let's just change my brush size just a touch and see what that might look like when that happens it's a little bit close so maybe 120 somewhere around there doesn't matter too much now they're very uniform at the moment when i do this we don't really want that uniform what we can do if i undo that is change the jitter and that jumps them around a bit so 0.8 i'm on and we've got a nice bit of jitter there and that's looking pretty good but we need a bit more color to it when i do this it just adds a light purple i'll undo that i think we need a really bright vivid orangey color like at the top but what i'm going to do is change the blend mode so up to the blend mode here change it from mix to color dodge this is a great fun brush this now if i brush across there can you see how the color changes as it goes over the different areas color dodge if i come over to here again is a lighter method but it sort of distorts the color slightly it's quite clever and quite fun i'll undo those strokes though because i want to up the strength a bit and up the brightness and then let's see what we can get oh that's quite fun isn't it now you do have to be careful with this brush can you see how it distorts when it's going away from the viewport and around the corners so i'll undo those you have to really make sure that you're in line with the viewport do a few move around do a few and those are even distorted so i'll undo that and every now and again you will have to keep undoing when it starts to stretch these are probably a little bit big but i'll do a few more of them and if i press a little lightly you can see that my brush size changes because i have that option enabled under the radius so giving it a nice lot of dots and spots i'll bring my brush down a bit and brush quite lightly and do some minor little speckles now i'm trying to change my pressure ever so slightly to add some variation as well can you see that color dodge working really nicely as it goes over the top as well as the bottom we could change the color of it really slightly as well maybe come across this way slightly more just to offer a bit more variation maybe come across the blues even can you see how the color changes when it goes up to the top here and goes more purpley really good fun doing the dots with the caliber and i think okay so we're sort of getting there for me it's not quite vivid enough yet so i'm going to use that color dodge but i'm going to go back from the spot to my just normal draw brush can you see the usefulness of having a draw brush this has got the original settings with the stroke method of space and i'm going to change this to the color dodge as well and come across to this reddy color over here bring it nice and bright but the strength nice and low so a nice vivid color again and i'm just going to increase the vibrancy at the top here so i'm pressing lightly as well but i just want to give it a bit more umph and can you see how that color dodge is changing the vibrancy as well as making it lighter so it's making these reds kind of more vivid and saturated i just think that's really good fun i'm going to make it really quite bright at the top here like this almost like a glow isn't it and you can see that sort of glow there i like that as it comes down so it's sort of catching the sun and it's got this beautiful glow to it okay so that's not bad i feel like we need to do a bit more shade in a moment but i'll just add a little bit more to it around here and with the spots brush back to the spots brush i'll do some really bright vivid ones so 100 strength and we'll come across to the yellow this time brightness all the way up small brush though and let's see what we can get so some really vivid spots not too many just one or two nice and big ones just to make it really pop that's quite fun isn't it okay let's work on the base and some details within the shadows so i'm still on the spot so i'll change across to the text draw change it from color dodge this time i can use the multiply you can use that or the color burn color burn is kind of the same as color dodge but the opposite multiplier is probably the better one to use it doesn't work so well with color burn but with the multiply across the blues again the cool colors and nice and dark and i'll create those gills at the bottom in fact let's put the strength up and bring my brush in so just creating those gills so a little bit of texture i'm going fairly close to the edge and with some of these edges that have spilled over i'll sort of increase them so they're like a cut in the side of the mushroom now it looks a bit jaggedy so i've got to watch out for that i might just sort of increase the cut distance across there so it loses that jaggedness can you see how i've done that loses a bit of it anyway it's not foolproof you don't have to have everyone going up just one or two going around the place like this vary the thickness as well i might create a little bit more texture in here as well in the gills always just move back every now and again make sure it's working and there's a little bit of variation there that's nice probably widen some of these as well now with these slight elements of detail you can see i've made a sort of crevice here with the multiply brush what you can do as well is get the screen brush or the color dodge it doesn't matter too much the color dodge works really nicely but i'll show you the screen as well so screen come across the warms and bring up the value probably bring the strength down a bit to start off with you can just give the edge a little highlight like this can you see how that looks like it's catching the light it might be a bit too strong though i'm just looking for my edge slightly there so i want to sort of give it a very slight edge across here as if that's catching the light i'm going a little bit wobbly to make it look organic so i'm going up the sides of these slightly just as if they catch the light on the edges step back a little bit and you can see those gills or cuts in the mushroom are kind of working i think some of the need to go a bit higher but i'll sort that out in a moment and just fill in a few more of these i'm mainly doing it on one side you can do it on both but generally the light will sort of come from one direction slightly so you'll have a dominant side as it were okay let's go back to the multiply now brush a little bit smaller and just bring some of these up oh i've got to bring my brush temperature down value down and across the blues so right up watch out overlapping these dots make sure they don't interfere i can afford to go up a little bit higher with some of these as well going right up to that dot that's a bit annoying i'll undo those might go right up to the top and that's looking quite nice bit more of a highlight though let's go back to that screen brush cross to my lighter color and bring the value up and just fill that in there a little bit less strength and just a tiny bit of highlight across here i think that's working out okay also we can do a couple of dents so start with the multiply and across to our calls down in value nice big brush and then just create a sort of dent bit like this at the top where it's closest to the top of the mushroom you make it a little bit darker so at the top there and less at the bottom i'll explain more about that in a moment but i'll do a few more so another dent here and try not to make them completely circular to add that sort of element of variation okay so we've got those sort of dents in there now back to the screen brush across the warms value up smaller brush and we sort of create a light patch on the bottom here like this and a tiny bit at the top and you can see that looks like a dent in our mushroom probably a little bit dark actually but i think we'll be okay if it's too dark you can sort that out which i'll show you how to in a moment and again a little bit lighter at the bottom where it catches the light so if it's too bright then make your screen brush really light so not too much strength try and find a similar size and then just brighten it up just a touch might have to change that to the purple color i can sample that s the sample so i'm on the purple color now and then i can use the screen brush to bring that back up i might use the color dodge here and that will go closer to the ready color at the top there and it's sticking to the purple down here that's working nicely i might have to change the screen for this to lighten it yeah that's working a bit better i might need to experiment a bit but the color dodge used as the color that's available that's why it wasn't really working so well needs a bit of smudging now though if ever you make mistakes you can sort of smudge things back together like this sort of blur it out sometimes you have to go over it again a little bit but you can sort of recover mistakes other programs have things on layers which is helpful blender hasn't got there yet okay so we've got some sort of dents in there it's working okay i feel like this edge needs to be highlighted a little bit a little bit more so i'll go to my screen brush again it's on the purple already nice low strength and a fairly big brush size this time just to give that highlight a little bit more oomph looks a bit thin at the moment because i think it needs to be more rounded so a bigger highlight will make it seem more rounded but it's a much softer highlight if it's bigger okay i think that helped let's work on the bass so ctrl i to start working on the base to flip that around that's our texture mask remember and we're selecting the inverse so if i go to edit mode you can see there selected there now back to the multiply brush and let's add some detail first so fairly cool nice small brush and then a few sort of linear details like this i suppose lines basically linear doesn't quite make sense so just giving a bit of texture and then down from the top as well basically i thought this makes sense for adding texture it looks more like a marrow now though a few dents as well remember slightly more at the top slightly less at the bottom that's nice now across to the screen brush and a nice light color something around here and we're just getting that highlight quite low strength at the moment but it seems to be working a little highlight around the bottom like this it's good and now a bit of highlight on the edge of these whatever these ribs things are i feel like i've seen mushrooms with this anyway seems to look alright okay so that's yeah that's sort of working marrow-esque but it's alright now let's see what it looks like together and it's not looking too bad but it's a bit gray that bottom piece so i'm going to go back to that isolation mode and across the color dodge again using a nice sort of orangey maybe ready color nice and bright and a little bit more strength and then let's sort of add a little bit of warmth in there can you see how that just immediately changes the look and feel and even if i go over the dark bits it gives them a ready tinge which i think is great so the color is sort of just catching these bits here so this bits under the base so that's in shadow this is just catching a bit of color i might make this top section a bit darker so let's come across to the color burn so you can see what that looks like this is more intense than the multiply so bring the brush right down and let's bring it to a purple this time and you can see that sort of adding a bit of richness there but you can see it also making it quite dark but it's adding that nice little bit of color variation i might be going a bit too far so let's uh i'll just tone that back a little bit so undo those attach and let's come up to the mask button and that's not too bad it's probably a little bit over top with the shadow i can bring some of those down a little bit using the smudge brush make that nice and thin and then i can just sort of smudge these down a little bit just be aware if you turn that button off you will actually be able to affect the whole object so at the top here as well just watch so just always be aware of those things i'll smudge this in a little bit we don't have to worry too much about the base but i'll just smudge them in so we can't see that it might be that we end up seeing this bit at the top here so we can just smudge that in just a touch that's the only thing when you isolate faces they do tend to be really harsh and have a sort of very harsh line between the two so we're just sorting that out a little bit and that's looking kind of nice might just isolate it again ctrl i and do a bit of a color burn under on the underneath under here again not too strong but just enough to give it a bit of color variation try out different colors i'm going across the warms just for the sake of seeing what it looks like try some dark blues you can't really see a huge amount of differences just making it a lot darker really okay let's turn that off and see what we've accomplished and i think that's working really nicely i feel like the edge is possibly still a little bit too harsh maybe it was the wrong thing to put a highlight round here and perhaps maybe some shadow going up might have looked a bit better let's try that with the color burn whilst we're here then just slowly build up some shadow and just see what it looks like that's possibly a bit better it doesn't look so kinked then still using the color burn it adds a sort of richness which i quite like but the multiplier is a little bit more controllable so i'd stick with that as a beginner if i were you for darkening things up and i think that's working really nice a last few highlights might be nice so onto the color dodge for the highlights back across those rich warm colors nice small brush and then just go in and add a few strength up a little bit just to make some of these pop a little bit i'll put the strength up even further it makes them look a little bit like they're sticking out as well so it gives it a bit more texture a few at the top as well put the strength right up and then and i think those are really helping give it some real vibrancy just tidy the smudge up a little bit i think we can add a tiny bit more brightness to the base as well at this point so i'll bring the strength down a touch though and we can just bring that up a little bit it's a bit green so i'll add a bit more warmth it looked green because i was too close to the greens here so i've moved away from the greens to add a little bit less so what i would call warmer color and i think i prefer that and i really like how that's come out okay the last thing to do which you must remember is to go to image and save this image so for rendering i've come across the shading tab and i've put it on this sort of grassy pedestal type thing here you can just use a plane and if you want to know more about how i made the grass then do comment below and i'll probably make a tutorial on that i've also got an hdri in the background that's not actually important it's only going to affect the grass because we're going to set this up so it's not affected by the lighting so the first thing we need to do is to make it less jaggedy so we right click and shade smooth so that's well on its way but it's really shiny so we need to go down to the bottom here make sure we're on an object i'm in world at the moment and here's my color going into the principled pstf into the material output just like we had it from texture painting now we don't actually want it to go through the principled bsdf we're going to change this so delete this out shift a shader emission and you can plug the color into the color and the emission into the surface and it looks exactly as it was when we painted so giving it a shader with an omission of one will do this to it and then you can render out your scene and be very proud of yourself so there's the final toastall or mushroom in all its glory do comment below with any thoughts that you might have thanks for watching and i'll see you next time
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Channel: Grant Abbitt
Views: 17,006
Rating: undefined out of 5
Keywords: understand, texture, paint, learn, blender, tutorials, 3d, art, graphics, game, material, guide, easy, painting, how to, gamedev, TOADSTOOL, game model, texture painting, blender 2.9, blender 2.93 tutorial, beginner tutorial, painting tutorial, how to texture paint, painting in blender, mobile game model, game design, blender tutorial, blender 2.8 tutorial
Id: nypra7KBeeo
Channel Id: undefined
Length: 32min 53sec (1973 seconds)
Published: Tue Aug 24 2021
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