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Basic 3D Coat Painting


YouGroove

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This tutorials will show the basics of painting diffuse/normal/specular maps in 3D coat.

We will start with a new 3D character ( made in Sculptris also)

 

363.jpg

 

So let's start :)

Import model in 3D Coat for painting with basic color and baked normal map form 3D Coat :

image.jpg

 

Colors testing and blocking :

- select Layer color only

- uncheck Specular and normal map channels , we will paint full color only

image.jpg

 

As main character in TPS view i want to highlight the character from behind,

so for color deisgn i will use bright colors

image.jpg

 

You can test mixing two colors to see if they match :

- a base color

- with brush make a quick paint over with low opacity

image.jpg

 

 

Normal map Quick clothes drawing :

-Uncheck normal map channel

-Draw some lines with pen and some 55% normal map height

image.jpg

 

Draw smooth in lines sides :

SHIFT + Draw with normal map checked channel

image.jpg

 

 

Need more detail ?

Draw thin lines this times on normal map channel only

image.jpg

 

You can smooth only one side of the lines and keep a strong deep height on the other

image.jpg

 

Other method :

You can draw holes or creases : Draw Tool + CTRL Than smooth

It's important also to smooth end and begin of line to make it blend smoothly with whole object.

 

 

Now choose some mask for the pen.

We will paint on normal map channel with a light density such as 5-10% to bring details on clothes

The result with UV lwo on pants, is too strong

image.jpg

 

Use airbrush and smooth the normal map :

Draw + SHIFT

image.jpg

 

Once it's ok, paint a darker color on some cavity of normal map to make volume more visible and add sense of depth

image.jpg

 

Some clothes part i don't want like trousers fully light absorb material

but some sort of composite one, that will shine lightly :

-Choose a color

-Block normal map channel

-Unblock Specular and choose some 15% Value

image.jpg

 

Same technique as red clotes parts :

Draw on normal map + Smooth

Practice : only experience will show you how to do it well enought

The best would have been to sculpt in 3D the clothes details before baking as it is lot more precise and give better , direct result.

image.jpg

 

Some green details :

- high light reflection : draw diffuse and specular only with 100% specular

image.jpg

 

The gloves are like trousers fully light absorption material.

I want gloves to be more synthetic material style.

If we paint directly specular the gloves will look more like plastic or metal than fiber clothes.

To make it more synthetic and fiber :

- Choose a detail mask

- Choose some around 29% specularity

- Choose a slighty brighter same color

and paint on gloves

image.jpg

 

Full Metallic boots:

- choose 100% specular and some color

- paint the boots

image.jpg

 

We will paint some dirt or dust.

- Choose lower specular like 12%

- Choose some mask

- Choose a darker color

-Paint on creases, deep normal map parts and some other surfaces that could receive dirt or keep it

image.jpg

 

Paint some SSAO, or cavity parts that would receive also lightly some dirt/Dust

- Choose a darker color

- PAint progressively with aribrush on color channel only

image.jpg

 

 

We will paint more paint a layer of green painting degradation on metal.

To look like the boots was green paint, but the paint got used and disappeared/used over time.

- choose some green dark color and airbrush tool with some 80% opacity

- Choose specular at 0%

- choose a good mask

 

And paint alternatively :

-smaller radius pen on bigger areas

-bigger radius pen on bigger areas

351.jpg

 

One it's done you'll have shiny and less shiny parts with some old green paint that has been degraded over time.

352.jpg

 

We will add some layer of rust/dirt

- choose brown dark color

- Normal map to some 25 % depth

- 0% Specular

Paint on surfaces and cavity to make look boots more dirty or rusted

353.jpg

 

 

Paint main metal armor to full specular 100%

 

image.jpg

 

 

Paint with a darker color on diffuse, on the clothes :

some SSAO or light dirt/dust to avoid some clean separation between clothes and armor

image.jpg

 

With specular 15% and a mask and two main color themes

we will paint rust and dirt on some armor cavity parts using aribrush tool

image.jpg

 

It works great when you need a realistic touch on metal

image.jpg

 

Paint again these two colors with mask :

mainly on joints and seams/creases/cavity parts of the armor

 

image.jpg

 

Do same now on some surface parts :

We want to show the character has travelled and been on terrain a lot

image.jpg

 

Drawing scratches on metal :

Choose some good pen , adjust it's size to smallest possible

Choose :

- 100% Specular

- Almost full white color

- 70-95 opacity

 

Paint on polygon and normal map edges mainly

image.jpg

 

It's done quick and not very precise, but it works.

image.jpg

 

For the helmet we will go Iron man inspiration :

I painted 3 materials colors and 3 specular settings :

- 0% on dark color

- 50% on red

- 100% on yellow

This ot have 3 different materials

-image.jpg

 

1 ) Using maks and like previously :

- low specular like 10¨%

- darker color

Draw some dirt/dust with darker color on joints , creases

And some planes surfaces

image.jpg

 

Like previously :

-Specular 100%

-Almost white color

-Smallest pen size

Draw scratches on metal edges

image.jpg

 

For the back pack :

As synthetic material, we will paint some detail on normal map channel

- choose same color

- choose a mask

- choose 5-7% normal map strenght

- Choose some 27% Specular for metarial shinyness

image.jpg

 

 

Again :

-Darker color with Aribrush

-Draw on small and big cavity areas some dirt/dust

image.jpg

 

model review :

It seems some parts use full simple color without color variation , good for cartoon style,

but as i started some part to have some light realistic style i'll do same for these parts

354.jpg

 

 

First : we will change red color, it don't match a lot finally for what i wanted

-Choose Fill tool

-Choose other color

-Choose Specular for synthetic to 6% (over it wiil look too much shiny), it must shine but really lightely

We will fill finally arms and lower clothes355.jpgs

 

And paint on normal map cavity a darker green color with 0% specular to make color variation and highligh cavity

360.jpg

 

Same for legs we will fill them with a draker color to keep homogenous darker colors lightening theme

356.jpg

 

Pick green color and specular values

357.jpg

 

Change green color to a greener one and fill side pockets

358.jpg

 

Paint some shadows/Dirt

Paint with 100% specular some metal lightening detail

359.jpg

 

So it is done for now with some Mid cartoon/mid realistic painting.

We would work some more like make darker the back pack to same tones as other colors, but well it's not for realistic game, so it's ok.

363.jpg

 

362.jpg

 

I hope you enjoyed this 3D coat painting basics tutorial smile.png

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Nope, Retopology and Normal map baking was done in previous blog.

This tutorial is directly painting on diffuse, baked normal map, specular map of the low poly model.

The textures are ready to use when painting is finished smile.png

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