by Kali » Thu Jun 09, 2011 2:17 am
The painting bit is the easy bit; the hard part is pulling the information out of the existing paintwork. Somewhat easier if you have a paint kit already, mind you. I think the Britkits site has a walkthrough on how to set up all the files for your own version of one of the models?
Everyone's technique is different! and as Bill said, you tend to do different things depending on what you're working with. I would advise starting with something that has an existing paintkit, it will get you used to where RW files are, how colours appear in game because they probably won't be the same as the ones in the paint program, how to set up alpha channels and so on. Boxcars are a good one to start on, plenty of those with existing templates around.
Start looking at the way light falls on everything too; right now, check how your monitor's shadow is falling on the desk, how the keyboard shadow falls on the desk, the way the light falls across keys and highlights/shades the corners, how different levels of light change the colour of objects. That is the sort of thing you have to put in yourself, because we are not working with a sophisticated lighting engine. I'm not saying you have to worry about that sort of thing on your first attempt ( unless you want to of course ), but it's a good habit to get into right from the start.
A couple of points; very rarely is anything entirely black, or entirely white; and if your paint is glowing, it's too saturated. Even if it isn't glowing, it's probably too saturated :)