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ACanvas / First Coat Beginner · 9 steps

Canvas · Beginner · Tutorial 1 of 3

You have a 3D model
and it's grey.

In about half an hour it will be textured, weathered and packaged as a mod you can load — done the way you would still want to be doing it in a year.

Application  AshForge Canvas Prerequisites  none Format  9 steps, with checkpoints Time  ~30 min

This is the beginner path, and it is not the shortcut

Every choice below is made for you, but they are made the way a working texture artist would make them rather than the way that is quickest to explain. A few steps here are thirty seconds slower than the obvious version.

Those thirty seconds are the difference between habits you build on and habits you spend next year unlearning. There are faster routes, and it is worth ignoring them tonight.

What you need

A model file in .glb or .gltf form, AshForge Canvas installed from the Hub, and a mouse. A drawing tablet is lovely and completely optional.

Words in are jargon you can tap to unpack at any point without losing your place. There is a full list at the bottom too.

Before you start

What you're actually painting

Play 30 seconds

One idea makes everything else click, so play with it for thirty seconds. A surface in a game is not just coloured. It also has a and a value, and those two decide whether something reads as chalk, as plastic, or as a gun barrel.

The one rule
Metallic is essentially a yes or no. Real surfaces are metal or they are not, and there is no half metal. Leave it at 0 for wood, stone, cloth, plastic and paint, and push it to 1 for bare metal. Roughness is where all the interest lives, and it is the slider you will spend your time on.
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Free to adopt now, expensive to adopt later

Five habits worth having

Read 5 habits

Almost everything that makes texturing painful later is a habit that was free to adopt at the start. These five cost you nothing tonight and save you weeks.

Habit01

Never paint on the base

Always paint into a , or into a material's mask. If you cannot switch a decision off, you cannot revisit it — and you will want to revisit almost everything.

Habit02

Hide, don't erase

A conceals and the eraser destroys. They look identical on screen and they are not remotely the same thing three hours later. Reach for the mask.

Habit 03
Keep light out of the colour. Never paint a highlight or a shadow into . It will look great from the angle you painted it and wrong from every other one, and in a game the light moves. Let the renderer do the lighting.

Tick the box, then drag the light. The real highlight follows the lamp. The painted one just sits there — and that is exactly what your texture will do in the game.

Habit04

Name layers as you make them

Three unnamed layers is fine. Twenty is a maze, and you reach twenty faster than you would think. Double-click a layer's name and type what it is.

Habit05

Look at it under a light you didn't choose

Anything that only looks right under the lighting you built it in is not finished. Step 8 makes this a habit rather than an afterthought.

That is the whole philosophy. Everything below is those five habits applied to one object.

01

Setup

Open Canvas from the Hub

Start the AshForge Hub and pick Canvas from its tool list. Do not launch Canvas from its own shortcut — every tool in the suite opens through the Hub, and clicking the shortcut simply bounces you back to it.

02

Setup

Load your model

Top bar, then Open Model…, and pick your file. It drops into the viewport. Drag with the right mouse button to orbit around it, and scroll to zoom.

Tip
No model handy? Canvas starts with a default sphere, and a sphere is a perfectly good place to learn every step below. Nothing here needs a crate.
03

Preparation

Unwrap it

Paint needs somewhere to live. That somewhere is the , and if your model does not have one, brushing will do nothing at all.

Go to Auto-UV and choose xatlas. That is the best general answer, and you can stop reading the other four options.

Canvas switches on the UV Checker when it finishes, covering your model in a grid. Look at the squares. They should look like squares rather than stretched rectangles, and be roughly the same size all over.

Tip
Stretched squares mean stretched paint. If a big area looks smeared, run Auto-UV with Smart (angle-based) instead and compare. Pick whichever looks more even and move on; this does not need to be perfect.
Why does this step exist?

Your model is a 3D shape, but a texture is a flat 2D image. Unwrapping is the process of flattening the shape so the image knows which pixel goes where — like peeling an orange and pressing the skin flat.

Anywhere the peel has to stretch to lie flat, your paint stretches too. That is all the checker is telling you.

04

The clever bit

Give it a base coat

Turn the checker back off. Open the Materials tab in the side panel and click a card — Rough Stone is a forgiving start.

Nothing appears. That is correct, and it is the cleverest thing in the program.

Clicking that card loaded the material into every at once and hid all of it behind a . Canvas has already switched you into mask-painting mode, so your brush is now a reveal tool.

Drag across the panel. You're not painting rust — you're painting a hole in the hiding, and the rust was there the whole time.

Expect
These eight cards are flat colours with sensible roughness and metallic values rather than photographs. “Rough Stone” is a stone-ish brown, not a picture of granite. All the character comes from what you paint on top, which is exactly what steps 6 and 7 are for.
05

Painting

Paint it in

Just drag on the model. The material appears where you brush — colour, roughness and metalness together, all correct, all at once.

Cover the whole thing. Missed a bit? Keep going. Went somewhere you did not want? Switch the tool to Erase and it hides again.

Tip
Make the brush big. In the Brush tab, drag Size right up. Covering a model with a tiny brush is the single most common way beginners waste an hour. And Ctrl + Z undoes up to twenty steps back, so you cannot break anything here.

These are the real controls, doing the real thing. Wind spacing up past 0.8 and watch a solid stroke turn into a scatter stamp — that's how you make grime.

Habit 04, now
Go to the Layers tab and double-click this layer's name. Call it base. It takes four seconds and it is the difference between a stack you can read and a stack you are guessing at. Name every layer as you create it and you will never have to work out what “Layer 7” was.
Save now
Save your .canvas file before you go any further. Saving after something goes well is the habit worth building; most people only learn it by saving after something goes badly.
06

Character

Wear the edges

Real objects get knocked. The corners rub down and the dents collect grime, and Canvas can work out where those places are from the shape itself.

In the Brush tab, find Edge Wear and click it. Then click Cavity Dirt. That is it — Canvas measured the of your model and put wear on the sticking-out parts and dirt in the tucked-in ones.

Tip
Pick your brush colour before you click. Edge Wear paints in the current colour, so a light grey reads as scuffed paint and a dark brown reads as grime. Two clicks with two colours beats one click with the wrong one.
Makes it real
Perfectly even wear looks machine-made. Set the tool to Erase, set Tip to Noise (grunge), and scrub over some of the wear to break it up. Now it is worn in places rather than everywhere.
07

The finishing pass

Dirty the whole thing

This is the step that separates “textured” from “finished”, and it takes two minutes.

Do this

One grime layer, over everything

  1. Go to the Layers tab and click + Add for a fresh layer at the top. Name it grime. habit 04, and you will thank yourself in ten minutes
  2. Set its Blend mode to Multiply. multiply tints what is underneath instead of covering it
  3. Pull its Layer opacity down to about 15%. this is a veil; at full strength it just looks dirty
  4. Pick a dull warm grey-brown, the colour of dust rather than black. black deadens everything it touches
  5. Big brush, Noise (grunge) tip, scrub loosely all over, ignoring where one material stops and another starts. crossing the boundaries is the entire point

Because it crosses everything, the object stops looking like separate parts and starts looking like one thing that has sat somewhere.

Tip
Too strong? Do not undo — just drag Layer opacity down. That is precisely why it is on its own layer.
08

Review

Check it honestly

Thirty seconds, and it is the habit that separates people who improve quickly from people who plateau. You have been staring at this object under one light for half an hour, and your eye has stopped seeing it.

Scene tab

Three things, then set it back

  1. Change the light. Switch the environment preset, then drag HDRI rotation and watch what happens as the key light swings around. one light flatters; two tell the truth
  2. Turn the lighting off. Set Shading to Unlit (flat). this shows raw colour, so painted-in highlights have nowhere to hide
  3. Turn the colour off. Set Shading to Matcap (clay) to see pure form. form problems are invisible under texture
  4. Set it back to PBR (lit). so the next thing you judge is judged normally
Looking for
Anything that only looks good under one light. A surface that reads beautifully in the studio preset and turns to mud at sunset needs its roughness looked at, not its colour.
Tip
If your metal looks like mustard rather than metal, it has nothing to reflect. Load an HDRI and turn on Reflections — metal is almost entirely reflection, so with nothing around it, it cannot look like metal.
09

Ship

Save it and ship it

Two different things, and you want both.

First09a

Save your work

Save… writes a .canvas file with every layer intact, so you can come back and change your mind. Do this first, always.

Then09b

Ship it

Export then Export as Mod… writes a complete mod folder — model, textures and manifest — ready to load.

Keep both
Exported textures are the output. The .canvas file is the work. Losing the second one means starting over, so save it somewhere you will find it again.
!

Troubleshooting

When it goes wrong

SymptomWhat it usually meansFix
Nothing happens when I paint Almost always no UV map. Occasionally you are painting a hidden layer. Run Auto-UV → xatlas (step 3). If you have unwrapped, check the active layer's eye is on in Layers.
My paint is in the wrong place, or smeared Stretched UVs. Turn on UV Checker, look at the bad area, and re-run Auto-UV with a different option.
The material looks flat and plasticky You are seeing the base colour with nothing on top of it. That is steps 6 and 7. Wear and grime are what make a surface look like a thing rather than a shape.
Everything looks weirdly shiny or dull You may be painting into the wrong channel. Check the Channel selector at the top of the side panel — it should read Albedo while you are painting colour.
My metal looks like mustard Metal is almost entirely reflection, so it needs something to reflect. In the Scene tab, switch the environment to an HDRI and turn on Reflections.
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Reference

Word key

Everything above, in plain English. These are the same definitions the tappable words use.

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What next

Do it again tomorrow

Do it again on a different model. Seriously — the second one takes half as long and teaches twice as much.

When the nine steps feel automatic and you start wanting to know why rather than what, the next course is The Canvas Bench: all six channels, masks over fills, curvature-driven wear, baking, and the reasoning behind every choice this page made for you.