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We can now proceed to add some details to the mask and to the body by painting
some textures there. That's why we did the UV unwrapping in the first place.
And as a first step, I would switch to the texture paint workspace that's available here.
That will just make things easier. And we have some workspace set up with the texture on the left
here. And now I want to follow the reference provided so we can better see what details we
are going to do. And we don't really need the outline editor here. So we can switch here to
image editor and load up the reference right here. So we see what we are going for. So let's just
click open image, navigate to the file with the reference. And you can help yourself by switching
this to thumbnails. And here is the original reference. So I will load up the image here
and let's zoom this out. So this is the mask that we want to paint. This looks like a really
simple paint over. We won't be following all the details. I want to maintain some level of detail
there. Of course, if you want, you can paint whatever you want. You can come up with your own
paint designs. I really encourage that. This is a nice place where you can express your creativity
in some way and make this model more your own than following the exact steps I provide here.
So now with the reference loaded here, we can proceed with the painting. Just one little side
note here. I won't be using a tablet here or a pen display. I will be using mouse. So the result
might not be perfect. But I want to show you that even though if you don't have a tablet on hand,
this kind of painting can be done in a simple way with the mouse as well. So now the first thing you
need to do when you want to paint over something is to have a material in place. So let's just
switch to the material tab here. You can see there's an empty list. So we can click new and
name this mask. So right now we have a material ready for painting and I want to bring out a new
window here. So if you go all the way to the corner right there and drag up, you can bring
out a new window. And let's switch this to shader editor right here. We can see what material we
have created. It's a standard principled shader that gets created when you create some material.
And this is just to see what will happen when we use these painting tools right here. So let's
switch to the toolbar right there. We have a whole bunch of texture painting options here.
And you can see we have no textures here. So we basically can't paint on anything. And one more
thing to note, when we switched to the texture paint workspace, we already jumped into texture
paint mode. So these are two different things. Remember, these workspaces are just defining how
your viewport looks, how many windows you have, and what tools you have at hand ready. But at the
same time, these modes, you can switch them in whatever workspace how you want. So if you go to
the object mode, this is a standard viewport where you can select objects. But by switching to the
texture paint, you already got switched to the texture paint mode right here. Or you can use the
control tab to switch through these modes. So let's go back to the texture paint mode. And right
now we have these drawing options available. And we can see there are no textures here. So let's
click the plus icon here. And it will ask you what channel you want this texture to connect to. And if
you expect this shader here, there are a bunch of channels like the best color, roughness, and
basically you are picking what channel you want this texture to be connected to. So right now,
we will just pick the base color here. And here we got this little window. And we need to fill out
some details like the size of the texture. And I really recommend going 4k here. Later, if you want
to use more optimized version of the model, it's really easy to scale down the texture. But it's
hard to scale it up if you paint in low resolution. So I really recommend to go something like 4096
pixels here. And we can leave other options as is and just click OK. And you will see that the
purple color disappeared. So we have connected the texture successfully. And right here in the
shader editor, you can see that the new texture slot was created the new texture node. And the
new texture as well, which is called mask base color, it will always take the name of your
material into account, and then the name of the channel you picked here. But please mind this
texture is not saved anywhere. Right now it exists only within the blender file data. So
first of all, we can display this texture right here, because on the left, you can see there's
no texture loaded here, we can see only the UV setup there. So let's click this icon here. And
let's load up the mask base color. Now if we zoom out a little bit, we can see the texture we are
painting on. And there's little asterisks here on the image menu. And that means it's not saved. So
I strongly recommend saving this right away. You can see the shortcut is Alt S or Shift Alt S to
save as. So if you hover over this image and press Alt S, you will get the dialog for saving the file.
And I already have some of these textures here. So I will save this as mask base color one,
so I have a new copy, save as image. And just now, setup for the painting is complete.
We have a material with the shader, there's a texture connected to it, and the texture is
actually saved on the hard drive, so it won't get lost. Now if you try to paint over this object,
you will see that this works. And you can see that the white color got applied here as well.
So let me go back one step here. But there's one more little thing here. You can see if we go to
the modifiers panel, you can see that the mask still has the bevel and subdivision modifiers.
So if I go to the object mode and tap into the edit mode, you can see that this is still a fairly
low poly object. And we unwrapped it like this, and this might cause a little bit of a problem
when you have a bevel modifier and then subdivision modifier. So we are using the bevel modifier to
create these supporting loops that control the subdivision modifier. But this is not included
in the UV maps, so if you paint over the object that's subdivided and has a bevel modifier,
and you have the unwrap done on the low poly model, it can create a little glitches,
dents here and there, color might bleed from one UV island to another and stuff like that.
And I really want to avoid that right here. So first of all, what we can do is in the object
mode, let's press Shift D to duplicate the mask, then release with the right mouse button, press M
and move this into the backup collection. So we can return to it in case something goes wrong,
and we need to edit the mask. And right now I will select the mask and apply the bevel modifier.
So if we now tap into the edit mode, you can see we have the supporting edges from the bevel modifier
baked into our mesh. The subdivided mesh still looks the same. And right now we can just go
into the edit mode. We can press A to select all, press U and Smart UV Project once again.
But I want to increase the island margin here from zero to something like 0.2.
And you will see what that does if we now zoom in. So you can see here, these islands are a little
bit more separated. So if we need to paint over those, the color won't bleed from one to another.
So this is, I think, an important step to avoid some paint glitches and stuff like that. Right now
we can switch back to the texture paint mode. We have our UVs ready. We still have our texture
ready for painting. So switch back to the drawing mode and I will reduce the size of the brush.
You can do this with F. But right now I don't want to use brush. I want to use the paint bucket.
So select the fill here. And sometimes you can see when you click on the texture somewhere,
it might get changed in all of the image editors here. So you will have to click this icon here
and switch to the original reference manually. It's kind of a nuisance here and there, but we'll
have to do this sometimes. And now with the paint bucket ready, we can just click the color right
here, select the eyedropper and pick the color right from the image editor. You can do this all
over the screen wherever you want. So pick the brown color here and now we can just click the
mask to paint everything brown like this. And the next step should be painting these larger
yellow parts since they won't require any manual painting and you will see why. If we go now to the
edit mode by pressing tab, you can see we can select these separate faces. So I will press 3,
select this face, go all over up here, hold ctrl and select this loop and continue with holding
ctrl and close the selection like this. And right now we can use ctrl plus to expand the selection
and it will expand sometimes only a little because we have those supporting loops now in the mesh.
So we'll need to ctrl plus a few more times and one more here. We don't want to go all over to
the last supporting loop right here so we want to end up here in the middle. And now with this
selected we can tab out. The selection is still active in the edit mode and here is a little icon
that can enable painting mask. If you click that you will see how this part got isolated. And now
since this got switched once again, so I'll switch this back to the reference, we can now select the
color and pick the yellow color with the eyedropper tool and just click the nose here and it will get
painted only for those selected faces in the edit mode. So we can repeat this process for the teeth
here down as well. And just select these front faces by holding shift and we'll press ctrl plus
to expand on that selection right up here. Now tab out and just click to paint over those as well.
So these are the larger parts and one last thing to do is to paint over the eye sockets. So let's
just select those by holding shift. Let's press ctrl plus a few times to expand that selection
and now we can zoom in to see where we got and we want one less that's visible right here. So we are
again in the middle of those supporting loops and now tab out. We'll switch this to the black color
by dragging the slider all over here and clicking with the left mouse button. You can see how this
got painted over these islands nicely and if you got closer if this would be touching the island
here there will be some weird color bleed between those. So right now we can go back into the
edit mode by pressing tab and we'll need to select those front faces. So with the face select still
active I will just click this face right here and by holding ctrl select this loop and now shift
click here and ctrl click here to select the other one as well. I will now select additionally these
faces and once again by holding ctrl I will select the whole loop so we have this front part
selected but don't forget about the supporting loop. So if we now press ctrl plus we will expand
one loop and now if we tab back into the texture paint mode we have this part selected
for painting. I will switch back to the reference and we'll need to paint these things here and
since I'm not using the tablet or anything I want to do this with mouse so I can demonstrate how
this can be done without using any additional hardware or anything like that. So we can now
press one on the numpad for the front view, zoom in a little bit and let's switch here to the drawing
brush and we can modify it a little bit so it's ready for painting. First of all I will need to
select that blue color we can see on the reference so select the color, pick the eyedropper tool and
pick that blue color you can see right there and if we now paint over this you can see this works
but I don't like these soft edges here. I want to get rid of those so if we go here to the brush
settings and find the falloff option you can see you can paint basically the graph how the softness
of the brush behaves and you have some presets here we want this preset so we don't have any
curve and right now we can draw with the sharp brush with nice fidelity on the edges there so
let me go back one step and one more thing we can use here if you don't want to do this manually
if we now reduce the brush size by pressing F and moving the mouse up and down to something like this
if you don't want to do this manually like that or it's hard for you with the mouse you can go to
the stroke and change the stroke method from space to line and right now you can just drag the line
and it will get painted so that's very useful trick but before I paint this in there's one more
setting we can help ourselves with and we can paint these lines and these white markings
symmetrically and there is an option for symmetry right down here if you click the X you will
symmetrize your painting over the X axis and you can find the same setting up here if you scroll
you will see those symmetry options right there and that's very similar to those symmetry options
you can find in the modeling or editing the armature or something like that so very useful
thing and right now we can click and drag the blue line so it's symmetrically got painted
on both sides and now I want to pick up that red color so let me scroll here a little bit and use
the eyedropper tool to pick that red color and there's a little bit of a slope on a blue line
here you will see that this is more narrow than here on the outside so I want to do something like
this and maybe a little bit more so there's that kind of a slope and for the red as well here
and maybe I've gone too much here so we can easily sample the color by holding S from the
blue color here and paint over this as well so again if you need to quickly sample the color
from your viewport you just hold S and hover over these colors and the color will get picked
so I think something like this could work and we can now zoom out a little bit more and let's
switch to the white color you can just slide this all over and reduce the hue and saturation to get
the white color and with F we can reduce the size of the brush stroke to be able to create these
markings here like that and right now I want to create this thing right here that's curved a little
bit and again I'm not using tablet so this will be a little bit hard but I'll try my best and I
will reduce the size of this and let's switch this from line to space again and now I will
start drawing right here and do the curve and one more here and we can try to simulate the brush
stroke by going here and widening the stroke as we go more here so it looks not that uniform
okay that looks fine in my opinion and right now all we need to do is to do the bottom part
here but for that I want to disable the symmetry here so I will disable the X symmetry
look from the front again and now we can sample the red color from here
and increase the brush size by pressing F and dragging with the mouse and just paint
paint it like this
don't worry about the precision because we will fix this right away because now if we
change the color and use S to sample the color from the blue now we can switch this back to the
line reduce the size of the brush and paint this line over here which will create those nice
and paint this line over here which will create those nice edges
and I think this looks quite all right and basically we are almost done there are just
some things here at the top so let's sample the white color here and let's use this line
and we can again enable symmetry for those and click and drag to paint those triangles in
here as well and now there are just some blue dots so sample the blue color there
increase the brush size and do some dots
and use F to decrease the size of the brush once again and one more dot here
so yeah this is painting the mask basically again you can do whatever you want if you feel creative
and you want to do this completely differently that's all up to you go ahead have some fun with
this now we can disable the painting mask so we better see what we have here and don't forget to
save so I will press ctrl s to save and alt s hovering over this image editor so it got saved
on the hard drive as well we can now switch back to the layout view and here we don't see anything
because right now we are in the solid view but we don't need to enable material preview to be able
to see textures just expand the shading options here and for the colors in the solid shaded viewport
you can easily choose texture as well so every object will be gray but those that have texture
you will see the texture on them which is very helpful because we don't stress the computer by
rendering the material preview but at the same time we are able to view our textures
so that was the mask and let's move on to the next part
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