Practice 1: Developing Skills, Development Project 1, Post 7
Further render adjustments
After fixing the issues with my skinning, I moved back to substance painter to improve the materials, now I could see them iteratively lit well.
I watched this really interesting video from Weston Reid, on J Hill’s Youtube channel: https://www.youtube.com/watch?v=RHxO-Owtxns, about the progress for their stylised hand painted western character. This gave me a lot to think about while continuing texturing my model. In particular, pushing the greyscale values of the base colour, which is definitely an area I forget about. So, I adjusted the lighting settings in substance painter, and turned my viewport to greyscale, while I adjusted the colours on my AO and curvature maps for each material, to make it more impactful. I wanted to ensure my values were working consistently, before going back to colour.
I added additional details present on the concept, with the Chinese writing on her legs, notes on her bag, and dirt round her body. For this I used the default Substance Painter’s Ink Brush. I had tried to generate the dirt within Substance Painter, but the effect wasn’t stylised enough, or well composed, and I was much happier with the results of me drawing the dirt by hand. After painting it on, I added a few simple gradients to improve the values, to have greater contrast on the greyscale. I did add a few specs of dirt to her legs, face and hands, since I thought it odd where the dirt was currently placed on her, with regards to messy children activities. But sticking to the concept, as a reimagined 3D piece was my intention, so I ended up removing it.
I was curious what the Chinese writing on her legs said, so I translated it, which came out as simply meaning ‘shoe’, with an arrow to her foot, which I found rather comical!
Paying special attention to the values has really noticeably visually improved my model, and greatly impacted the stylisation impact. During this part of the development, I also changed the most saturated areas to be at the top of my character, and desaturated at the base. I lowered the values for the whites of the shoes, and the saturation, to try and bring the focus back up to the top of my character, having both a value and saturation decrease away from the face.
While continuing to then hand paint my model with colour, I constantly went back to the greyscale view to check my values as I went, this was some really great advice for improving my base colours. I added some additional shadows, emphasising the AO in some areas that would benefit from more depth, and heavier stylisation. Such as skin shadows under the shirt, shadows from her shorts, and shadows on her shirt under her dungarees.
I worked through the different objects of my model, hand painting them one by one, initially going a bit heavy with the exaggeration of colours and strokes, then blurring and lowering the opacity afterwards for a more subtle look. I played around with a variety of colours and values with the hair, to see what complemented her the most. I ended up going with quite a lot of variety in the colours for a high amount of depth and visual interest, particularly referring to a head sculpt by Mandy Waning for Project Dragon.
The style of project dragon doesn’t have any obvious brush strokes, being similar to WoW style, with the addition of pbr, reacting to the environment.
The video with Reid also suggested decimating the model completely before exporting to Maya for retopologising, speeding up future processes. I had done that partially for this model due to trial and error when retopologising within Maya’s quad draw tool, but I intend to decimate my entire model before moving to Maya for my next character, trying it as a new workflow. They also suggested baking in marmoset, which I am interested in trying out for my next project. Since this saves lots of time not fussing with naming conventions for baking in Substance Painter.
Looking back at Sitompul’s article, after posing their character, they did another AO pass, in addition to the substance painter bake. Since I only intend my model to be viewed in the original conceived pose, I thought it would be a good idea to add another AO pass around the side body, where the arms are tucked in. Also under the dungarees, and other areas that would be affected.
From reading and watching interviews with other stylised hand painted artists, it appears that 3D Coat is the go-to software for hand painted textures, with its multi layered approach being very similar to photoshop, the ability to blend and merge layers. However, currently being familiar with substance painter, and hoping for mostly a PBR result, I thought substance painter was best to continue with.
I was quite happy with the results of my hand painted textures at this stage, and I became fairly tempted to create her as a diffuse only textured model, since I have enough detail and information in the base colours alone to indicate the shadows and highlights. However, the project dragon has basic rough and metallic maps, and so I may create two renders in the engine, to see which one works best.
After I was pretty happy with my texture results, I took some screen shots in substance painter’s iRay, with some basic lighting to mark the milestone.
Sitompul, M. (2019) How To Create Your Own Hand-Painted 3D Characters Available at: https://discover.therookies.co/2019/07/21/how-to-create-your-own-hand-painted-3d-characters/. (Accessed: 8 December).
Airborn Studios (no date) Airborn Studios Portfolio Project Dragon. Available at: https://www.artstation.com/airbornstudios/albums/13589430 (Accessed: 5 December 2025)
J Hill (2025) The Secret to Hand-Painted | Pixel Peeps Weston Reid. 12 Sep. Available at: ttps://www.youtube.com/watch?v=RHxO-Owtxns (Accessed: 12 December 2025).
Adobe (2026) Substance 3D Painter (11.0) [Computer program]. Available at: https://www.adobe.com/uk/products/substance3d/apps/painter.html?sdid=JZBJVTGW&mv=search&mv2=paidsearch&gad_source=1&gad_campaignid=20396750522&gbraid=0AAAAADraYsKBieDlZ1I5yrKX7YUuoQC71&gclid=CjwKCAiAw9vIBhBBEiwAraSATm7IBxiVSlh1VGJVeyrAg0oUr_j1cQeHwqevkdnn2rPRnLFVjxVdkRoCCzkQAvD_BwE (Accessed: 12 December 2025).