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RuneFist Studios

Handpainted Workflow

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Handpainted Workflow troubleshooting

Quick checks for the most common Handpainted Workflow issues.

Fix Palette selection, flat preset results, missing AO output, layer confusion, and generated-pass problems.

7 min read

01

Shade Brush keeps one color

  • Select Shade Brush before dragging across the Palette.
  • Begin on a swatch and drag across contiguous native Palette colors.
  • Confirm that the range has a continuous outline.
  • Paint pixels whose exact RGB value exists inside the selected range.
  • Put the range in the order you want the brush to step through.

02

A preset appears to do nothing

  • Select the ordinary paint layer containing the target pixels.
  • Make sure the material has at least two compatible painted shades.
  • Drag the Surface or Edge card onto the model rather than only selecting the card.
  • Hold Shift while dropping only when you intend to target one face.
  • Check for overlapping UVs when different faces fight over the same pixels.

03

AO is unavailable or empty

  • Enter Paint mode and select the target texture.
  • Keep at least one visible face assigned to that texture.
  • Make sure intended casting cubes and meshes are visible and exportable.
  • Wait for other generation jobs to finish.
  • Remember that transparent texture pixels do not remove casting geometry.

04

The pass is hidden or on the wrong layer

  • Surface, Edge, Shade Brush, and Block Light edit the selected ordinary paint layer.
  • Form Gradient and AO create separate layers.
  • AO should be above Form Gradient output in the intended stack.
  • Use Edit Generated Pass for recipe changes and Detach when you want only pixels.