After having obtained the scales textures, we must now paint the diffuse color of the Gidiosaurus character.
Start Blender and open the Gidiosaurus_baking_scales.blend
file:
Material_U0V0
slot, then go to the Texture window and be sure to have the scales_tiles texture slot selected; left-click on the X icon button to the right side of the name datablock to unlink it (Shift + left-click to remove it from the file):I'll take for granted that you have preserved your blank images and that they are the ones loaded into the current file; otherwise, substitute them with new blank images (you have to do this both in the Texture window as well as in the UV/Image Editor windows) by following steps 5 and 7 of the Preparing the model to use the UDIM UV tiles recipe in this chapter.
By enlarging the UV/Image Editor windows, you will see that after the stroke, each image has been updated with the corresponding painting (pay no attention to the over-imposed and repeated for each window UV islands):
Gidiosaurus_painting_BI.blend
.We are now ready to paint the basic color for the Gidiosaurus character. But first, one more little thing:
Gidiosaurus_colors
.After a while, all the paintable parts of the mesh are filled with the active color (and therefore also the textures in the UV/Image Editor windows; there are weird straight lines, probably a bug, but not a problem in this case because they don't show on the mesh and we can fill in the texture's backgrounds later anyway). If any tiny part is left out, just click on one of the parts again to fill it:
For example, this is the way I painted the inside of the mouth and the tongue, then went back to the 3D viewport to smudge and soften the joining line of the pink tissue with the green skin at the borders:
I'm not going to show you every step in this process, but basically this is the procedure I used to paint the diffuse coloration for the character. I also added lighter and warmer colors for the face's areas close to the mouth and more bluish and colder hues to de-saturate the brownish hands and feet, and then inverting the enamel vertex group to paint in Edit Mode, through the use of the Mask tool, the teeth and talons as well:
To have a look at the final Gidiosaurus_colors palette, open the Gidiosaurus_painting_BI_02.blend
file provided.
textures_making
folder as U0V0_col.png
, and do the same with the other 4 image textures.There is not that much to explain about this recipe, except I just want to highlight the fact that we disabled the Occlude, Cull, and Normal items in the Options tab under the Tool Shelf. This is so we were able to paint (from the Side view) on both sides of the model at the same time; in fact, with these settings disabled, the mesh is not occluding itself. It seems that all three items must be disabled for this to work.
Instead, to smear and/or soften the texture on some parts, for example, the inside of the mouth, we had to re-enable them, in order to prevent our mouth-painting from accidentally overwriting our skin-painting.
Remember, the Occlude, Cull, and Normal items should always be enabled if you want to paint only on the model's surface right under your brush. You can disable them to paint on the front/outer and the back/inside of the mesh at the same time.
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