Painting .stl files in Blender
Introduction
Here is tutorial that will detail you the different steps to paint your miniatures (stl files) in Blender to next export them into Wildshape as .obj files. This will be excellent to place PNJ on the maps.
Step 1
In Blender create a new “General” project and remove the cube at the middle of the screen
Step 2
Next go to File>Import>stl and select the stl file to import in its location
Step 3
Your stl file should now be placed in the center of the screen (Check its height and move it if necessary to have it correctly placed at the center of the grid). You are now in Object mode. You can see this in the top left part of the screen.
Step 4
Move to “UV Editing” tab in the menu (You should be now in “Edit Mode” … if not you should select the mini in object mode and select Edit Mode manually). Next select all the object by pressing keyboard shortcut “A”. The mini should appear in orange.
Step 5
Press “U” and select “Smart UV Projection” in the menu appearing. And next OK (Don’t touch the parameters). If the file is Big and very detailed the process can be slow.
Step 6
Now your UV map is created on the left panel.
Step 7
Now go to the “Texture Paint” tab. Your Mini appears in purple. Move to the “Material Properties” tab on the right and click on “new” and give a name to your new material (I use the name of the mini). The default color is white and the mini appears now white (by default). If you don't want to paint it and use only one color you can select the color of you mini at this step in the material panel (basecolor). All the mini will be painted in one color and you can move directly to step 10.
Step 8
Now go to the “Workspace Active Tool Parameters” Tab on the right (The one with a screwdriver on the icon) and select your new material. You are now ready for painting. You just have to select the color you want & the size of the brush and you go for few hours of painting. You can use the mouse and the keyboad shortcuts (Shift, Ctrl, Alt) to move around the object and to paint in detail. Mousewheel permits to zoom/unzoom. It can take few hours to obtain a good result. Personnaly I use a Graphic Tablet with a screen and its pencil to be faster and more precise but mouse is already good. Strangely when you paint in Blender sometimes it paints also at another place don't ask me why. If you want a better software I recommend you Substance Painter but it's not free at all and the result with Blender is already good.
Step 9
When you have finished look at the render in the left panel you should select the image where all your colors appear on the UV map (basecolor map). Next export the texture image as a png file by clicking in the picture box on the left panel. The file should be saved in the same folder as the obj where you will next export your mini.
Step 10
In the “Shading” Tab you can modify the Material properties in the bottom panel. The one given here can give a nice effect in Wildshape (check on the screen save on the left for the parameters). Don’t forget to select a black subsurface with a level of 0.5 if you use specular or it will appear whiter in Wildshape.
Step 11
Select the overall Mini (it should appear overlined in orange) and go to File>Export>obj and select the folder where you want the obj (Ideally the folder of your map in the objimport folder) (Check the parameters used here for the export as obj). If the size is too big or too small in Wildshape, you will have to reexport the obj by playing on the scale factor to adapt the mini to the size you want in Wildshape. Here I used 0.2 for the scale since the mini was extremely big in wildshape.
Step 12
Don’t close Blender until you are not fully satisfied later of the rendering in Wildshape and now open Wildshape. If you do modification and reexport the obj with new texture properties, never forget to update the changes, Wildshape has to be closed and reopened to update the obj folder with new properties.
At the end you should obtain someting similar to the picture on the left. Happy painting!