Video summary
Bu videoda Vincey V., izleyicilere non-metallic metal (NMM) boyama tekniğinin en büyük sırrını olan ışığın dağıtılması konusunu açıklıyor ve bu yöntemin gerçekçilik hissi nasıl yarattığını gösteriyor. Önceki videolarında ışığın şekiller üzerindeki işleyişi, yansımalar ve temel katmanlama tekniklerini ele alırken, bu bölümde odak noktası ışığı parçalayarak desenlerde tutarsızlıklar oluşturmak üzerine kilitleniyor. Vincey'in amacı, metal yüzeylerindeki mükemmel pürüzsüz parlaklığın aksine, gerçek dünyadaki metallerin sahip olduğu kusurlar ve düzensizliklerin neden ışığın beklenmedik şekillerde dağılmasına yol açtığını izleyicilere anlatmak. Bu yaklaşım sayesinde boyanan nesneler, aşırı idealize edilmiş bir görünüm yerine, doğal metal yüzeylerinin yansıma özelliklerini daha iyi simüle eder hale geliyor.
Tekniğin uygulanışı sırasında Vincey, standart NMM prosedürüne sadık kalarak en koyu tonlardan başlayıp ışığın vurduğu alanlara doğru giderek renk geçişleri oluşturuyor; ancak orta tonların ötesine geçtiğinde süreci karmaşıklaştırıyor. Bunun yerine sürekli ve düzgün bir şekilde açıkta kalan alanları küçültmek yerine, boyama alanında belirli noktaları atlayarak "roller coaster" benzeri dalgalı bir yapı yaratmaya başlıyor. Bu yöntemle ışığın en parlak noktasından en karanlık gölgelere kadar tek seferde geçiş yapmaktan kaçınılarak, iki veya üç tonluk sıçramalarla daha doğal ve tutarsız geçişler sağlanıyor. Böylece yüzey üzerinde ışık genişliyor, daralıyor ve tekrar yayılıyor gibi görünen küçük varyasyonlar oluşturuluyor ki bu da metalin pürüzlü yapısını yansıtır.
İşlemin son aşamasında ise Vincey, tüm katmanların kenarlarını yumuşatmak için çok ince glazürler uygulayarak önceki adımlarda oluşturulan keskin geçişleri dengeliyor; ancak burada yapılan hata tüm alanı kaplamak değil, sadece küçük hedeflenen bölgelerde çalışmaktır. En parlak ışık noktaları en karanlık gölgelere asla doğrudan yerleştirilmezken, bu alanlara yakın veya birkaç ton farkında olmak suretiyle dağıtılmış küçük ışık parçacıkları eklenir. Ayrıca yüksek değerli boyaların üzerine tekrar geri dönülerek üçgen şeklinde doğal yayılan ışıklar ve bazen daire şeklindeki yansımalar oluşturularak yüzeyin mikroskobik düzeyde bile tutarsızlığı koruması sağlanır. Bu detaylı işlemler sonucunda elde edilen sonuç, pürüzsüz ama kusurlu bir metal parçasını andırarak izleyiciye gerçekçilik hissi verir ve NMM boyama sanatının en üst seviyesine ulaşılmasını sağlar.
Read the full video transcript
Hello everybody and welcome to another
Hobby Cheating video. And this week
we're going to give you the ultimate
secret to understanding non-metallic
metal.
Let's get into it.
>> The let's strict technomancer that is
Vincey V. Let us get to the technique
and learn it Vincey V.
>> So I've done two previous videos on
non-metallic metal, which I think are
good lead-ins to this one. Basically, I
start I started by kind of explaining
how light works over the shapes, then we
kind of talked about reflections and how
to shape that light. And now today we're
going to talk about the true ultimate
secret, which is scattering the light,
creating inconsistencies in the patterns
that will make it feel more real. And
this one's a little tricky to actually
explain, so as usual I'm just going to
show you. Let's get over the desk and
let's get painting. So I'm finishing up
this uh Madame YoKai bust. And she has
this very big sword, which is like the
perfect surface to sort of show this
technique in action.
And uh so here's how she looks. We're
going to use something unusual though. I
want to really show you two things with
this. [music]
First, how to properly sort of actually
scatter light and create realistic
non-metallic metal effects, but also I'd
like to show you that you can use a lot
of different colors. So today we're
going to use these three paints. This is
a purple, a mid-tone sort of desaturated
green, and a very light desaturated
green. And we're going to make steel out
of this. Trust me, this will look like
steel when we're done, okay?
All right. So
let's begin. The first thing I'm going
to do is I start mixing these you know I
create several steps and mixes of these
colors along the way.
Of course we can just do our standard
five color spread of the dark purple as
a base coat. We mix a little bit of it
in, you know, just create a 50/50 of
both. But I end up making a couple more
half steps. So all in all I want to end
up with about seven or eight steps here,
just because that's going to make it
easier for my layering and to show what
I'm going to do.
I then begin establishing some initial
color zones. This first part is going to
feel very familiar to anybody who's
watched any of my previous non-metallic
metal videos. So, I start by laying down
the base coat of the darkest tone, then
I start creating areas where I want some
of that light to be. So, you know, as
usual, we have a primary highlight area
and then a secondary bounce light area.
And as I create those first initial
layers, it's mostly the same thing as
what you've seen before. I'm working
within shingles on a roof, covering less
and less each time. [music] So, you can
see how I covered the whole blade with
purple, then a little bit less with the
purple plus the mid-tone green, then a
little bit less with the next step up
from there, and so on and so forth.
Now, this part should read as pretty
much very normal to you because when
you're doing non-metallic metal, this is
basically what you do. Period. This is
sort of bargain basement obvious stuff.
You start covering less and less to run
the full gamut from dark to light.
However, as we go up basically past the
mid-tone or from the mid-tone on, I
should say,
that's where we start getting a little
weird. So, instead of just doing a
single zone, instead of taking, you
know, working and going smaller and
smaller and smaller and smaller each
time up to a primary highlight, what
we're going to start doing is creating
smaller zones, skipping spots inside of
those areas.
So, you notice how I'll put a little bit
in the primary, then I'll skip a spot,
then I'll do a little more, then I'll
skip a spot, then I'll do a little more,
and so on, right?
And I start to create effectively the
roller coaster, and we will come back to
this concept at the end.
But, instead of having just one smooth
progression
from dark to light to dark to light
>> [music]
>> to dark, and that's how I see a a of
non-metallic metal rendered.
Where it's just kind of a straight line
that goes up, down, up, down.
Instead, what we want to do is we want
to create like a roller coaster little
variations in there. We go way up, and
we come down a little, and we go up
again, and we come down a little more,
then up a little, then down a little,
then up a lot, then down a lot, and so
on, right? Creating this very random
progression.
Now, as I continue highlighting up,
getting into higher and higher value
paints, not only do I start do I
continue to skip spots creating even
smaller zones within those zones I'm
creating. So, within the mid-tone zone,
which was already had multiple skips in
it, I'll then go to the slightly lighter
tone and skip in a different place,
right?
I will also start picking some new spots
and place just the highlight in there
where there's like deeper shadows around
it.
And what you'll start to see is that
roller coaster becomes very evident,
right? Now, we're really going up and
down quite a bit.
Picking those new areas is really
important because you've got to break it
up.
The reality is unless you're dealing
with an extremely perfect metal, where
like you get a really smooth clean
shine, something that's polished to like
a near mirror finish,
there's inconsistencies, you know, and
and imperfections in the metal that will
cause the light to scatter in a somewhat
unexpected way.
And if you look at a whole lot of
high-end NMM, you'll see once you start
seeing this roller coaster, it's
impossible not to see it everywhere.
Okay?
And so, you'll see how I just create
little bits of light here and there,
like uh within both my mid-tone zones,
and then sometimes into the darker
areas, creating new spots. And I just
continue highlighting up and up and up.
As I get to the highest highlights,
>> [music]
>> I'm now creating like multiple small
zones, scattering it around. I don't
ever put the highest highlight into the
deepest shadow.
There's a little bit of nuance to this.
As I'm sort of layering it up, the key
here is I'm placing, you know, some
mid-tones in some dark or in some like
light shadows or something, you know.
So, I never jump from like the brightest
bright to the darkest dark right next to
it.
Instead, I kind of mix it up a little,
you know, and I can I might put it in an
area where before I didn't have any
light. So, it's going to represent like
a two or three step jump, but not the
full gamut from like highest to lowest
value.
So, you can run like two or three steps
apart, but you don't want to run seven
or whatever value steps apart.
Now, once I've got all that in place, I
start to just basically fuzz the edges.
You're going to have something that
looks kind of silly as you begin placing
all these in there.
The next key is when you're smoothing
this out, do not try to cover everything
you've just done. You are doing
extremely targeted glazes or thin layers
with feathering or whatever blending
technique you like,
and you're going to just get in there
and fuzz the very edges, making sure
that each little transition becomes
smoother into the one next to it.
You will work thinner and thinner as you
go. Remember our grand theory of
blending. We start thick and broad, so
we're using thick layer paint and
working broadly, and as we go, the paint
gets thinner and becomes a tighter, more
targeted, smaller area. That very much
applies here.
As we then fuzz those little edges and
start to smooth it out, now the roller
coaster gets smooth instead of being
like an EKG where it's sharp spiky lines
where it's bright and then very dark and
so on, now we get these nice smooth
progressions in between the colors.
Still a roller coaster. It is not just
all the way up and all the way down, but
there's lots of little variations in
here, right? [music]
And that's what we want. We want it to
go, you know, from dark into a slightly
lighter, into more more light, then down
a little bit, then up a little bit, then
down a little bit more, then down a
little bit more, then up a little bit
more, then down a little bit, then up a
lot, and so on and so forth, right? And
to do that, we've got to do these
repeated targeted glazes or very thin
layers. We work on the edge of that to
then kind of just create that fuzz and
smooth out the image. Now, as a point of
fact, if you don't like this type of
smooth [music] blending like you see me
doing here, you can also do the same
thing with metal with just sharp thin
lines. So, if you're more of a hash and
scratch kind of person, you can do the
exact same trick, but just lots and lots
of repeated thin lines. That will give
it more the impression of something like
a brushed steel, but it's certainly
completely doable. [music]
Okay. So, once I've got those edges all
fuzz, right? Then my next step is I'll
continue going back and working some of
the highlights. And here comes the next
little trick to this.
>> [music]
>> When you work in just your highest
values, you've got to go back in after
you do this and really reinforce those
bright values.
And you start then just scattering
around little points of light.
Not a ton. They do shouldn't be intense,
and they should be again never in the
darkest area. You're not taking a high
value little spotlight and putting it
into something dark.
Instead, you can jump like two or three
steps or have it occur near or adjacent
to a highlight. But what you're doing is
you're just placing these little bits of
color that are broken up.
So, now we're down at the very small
micro level.
The key is not only do we have the
roller coaster, but we're catching
little little light little bits of light
in there. So, I'm just touching little
tiny spots.
And I'm making sure that there's some
variation even in that area, right? So,
my highlight areas you'll notice I tend
to create them as triangles. That's just
the more natural way to look on a flat
surface. Light will tend to scatter in a
triangle as it cascades [music] down the
surface.
But you'll notice then that above some
of those triangles I placed a little
circle of light or in some other areas I
come in there very thin paint. It
shouldn't be extreme. You're just giving
this impression
of scattered lights, okay? And when you
do that, it's really going to create
that absolutely
uh sort of
incredible impression of the
uh of the metal having small
imperfections
that are catching those individual
lights and creating little tiny
variations, okay?
Once that's in place, we then repeat the
same thing where we're going to go in
and we're going to create small glazes
just targeted around the edges to make
sure that those have a smoothness to it.
If your dots or your lights or your
scatters are too strong, these glazes
are what's going to bring it all
together and make sure that everything
is in the right place, okay?
And in fact, most of your cleanup for
this
is just smoothing out everything that
you've done.
I will say, you know, working back and
forth on this, I spent a considerable
amount of time then creating these
glazes and just working it very thin
over and over and over and over again to
get everything nice and smooth. And
glazes are the end of almost every road
and that's perfectly okay. When we work
with the glazes, we just work the very
targeted area. I cannot reinforce this
enough, right? I'm not going in and like
glazing the whole sword. I'm working a
couple millimeters, if even that, each
time I put the brush to the sword. Okay?
And basically, once that's done,
we've got it.
The key here is, as you continue to, you
know, take this out to other surfaces,
you want to break up this light in the
same way. Whether it's the shoulder or a
chest plate or a forearm or a leg, it
doesn't matter. In all cases, you're
going to take this light and break it
up. Instead of having one big broad area
of highlight, you can have two, three.
Break it up. Create small little roller
coasters. Doesn't need to be huge.
Scatter the light. Have the lines of
light be a little imperfect. Go wide,
broad, and then thin down, and expand
out again. That's what those little
specular circles are doing. It's showing
where the light expanded, contracted,
expanded again. [music]
Okay?
All right. Well, with that, here's how
she came out.
Uh I think this looks pretty darn cool,
I will say. Uh
hey, look. If you've got any questions
about this, drop them down below.
Consider this like the three-part series
on non-metallic metal completed, and I
hope this lets you go to the highest
level possible on NMM.
Like I said, if you liked it, hit like.
Subscribe. We've got new videos here
every Saturday. If you've got any
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here, drop them down below. I always
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review and feedback and taking your next
step on your hobby journey. If you're
looking for a new game, Uncle Adam and I
just published recently our newest game,
Repent, Ye Foolish Gods. Uh if you're
looking for a fun new skirmish game, and
of course, elsewhere in the Vincey
Cinematic Universe, you can check out
Fireball the Gazebo, my RPG podcast with
Ninjon, or Snarl Cast, my indie
wargaming podcast with Uncle Adam.
As always though, I want to thank you so
much for watching this one. I really
appreciate it. And we'll see you next
time.
>> [music]
[music]