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