In this video we’re going to make a “True Metallic Metal” effect, by painting Death Guard copper effect.

Painting death guard copper effect step 1: base color

What we will see is nothing different from the classic Games Workshop color system, we have already seen it together on the painting Zombicide’s zombie video. So let’s start with Screaming Bell, a basic color to spread on all those parts of the miniature you intend to paint with the copper effect.

Step 2: shader

After the base colors, give a shader hand, in this case Agrax Earthshade. You can also use a larger brush as long as the shader stays in the copper-colored areas. Applying this layer will help you better define the shadows and areas most exposed to light, in preparation for the next step. Don’t be in a hurry though, remember that shaders take longer to dry.

Step 3: layer colors

After the shader, apply a layer of Brass Scorpion to the areas most exposed to light. This color is a “layer”, so it will be thinner and give brightness to the miniature, creating light effects when you move it.

Avoid the creeks, where the shader has gone to settle more, here is where the light beats less and then lets the shader simulate shadows and depth.

Step 4: another layer color

I didn’t have a Citadel silver to use, so i used one from Army Painter that does its duty. Now we have to simulate a wear effect of the metal, then apply the silver where you believe the metal beats more, it wears out and then the rust patina is removed. Use it on the edges, on the studs and simulate scratches.

Do not load the brush, just very little color in this case and use the edge of the brush to color the most accentuated edges.

Step 5: technical color

You don’t have to do this step, the effect can be said to be complete already. But if you want an extra touch, you can simulate the typical oxidation of copper with the technical color of the Citadel Nihilakh Oxide.

With a small brush, apply the color where you imagine the water can deposit and immediately remove it with a tissue.