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RuneFist Studios

Handpainted Workflow

Available now

Handpainted Workflow overview

Artist-directed texture passes that keep your palette and decisions in control.

Understand the six painting tools, their native Blockbench entry points, and the recommended pass order.

5 min read

Direct each paint pass while keeping the texture editable.

01

Six connected painting tools

  • Surface Presets reuse material structure across painted colors.
  • Edge Presets place authored patterns on exposed edges and contact seams.
  • Shade Brush steps exact pixels through a selected Palette range.
  • Block Light & Shade paints broad exact-palette highlights and shadows from a movable sun.
  • Form Gradient directs an exact-palette blockout or smooth finish with two 3D points.
  • Ambient Occlusion derives local-color contact shadowing from visible geometry.

02

Recommended pass order

  1. 1

    Base colors

    Finish the model, UV layout, texture size, and flat local colors first.

  2. 2

    Palette range

    Select Shade Brush and drag across the useful Palette swatches in dark-to-light order.

  3. 3

    Main light

    Use Block Light & Shade to establish broad value structure on the selected paint layer.

  4. 4

    Material and edges

    Apply Surface and Edge Presets to that same ordinary paint layer.

  5. 5

    Manual paint

    Refine the result with Shade Brush and Blockbench's normal paint tools.

  6. 6

    Generated passes

    Add Form Gradient and AO when needed, then paint final corrections above them.

03

Keep the artistic decisions

Handpainted Workflow does not invent a finished texture. It needs your UVs, palette, base colors, source presets, placement, and final corrections.