We've finally finished our spooky tree by texturing it. This was even easier than sculpting the tree, wasn't it?
Let's see what we've covered in this chapter:
We saw that Polypainting relies on vertices, thus the amount of detail depends on the amount of vertices available.
Choosing a non-colored material helps us see the polypainted colors better. The Flat Material displays colors only, which helps us judge the color range better.
By masking areas of our mesh, we can exclude parts of it from our painting or sculpting.
We can take advantage of our sculpted details using the Mask by Cavity option. This way we can quickly establish a basic color scheme for our meshes.
The brushes behave quite similar when used for Polypainting. Simply turn off Zadd and turn on Rgb instead to polypaint with them.
The Rgb Slider determines the opacity of the color that is applied when filling or painting the mesh.
We can make use of the masking features on the fly with Auto Masking.
Finally, we used Ambient Occlusion...