Edge highlighting paints a thin line of a lighter colour along the edges of armour panels, weapons, vehicles and anything else with hard corners. It is the quickest way to make a model look sharp and finished on the tabletop, and it is the classic way to paint power armour and tanks.
An edge catches more light than the flat surfaces either side of it, so a light line along it tells the eye where one surface ends and the next begins. One edge highlight is enough for a battle-ready army; two or three get finer and lighter for display pieces.
These are the 4 steps the Ramps mode uses for edge highlights, darkest first, with the target colour of each step for the black armour. Thin each paint to the consistency of milk and let each layer dry before the next. The paint lists below give the closest real paint in each brand.
Edge highlights are about value contrast. The edges rise from your base colour toward lightness 90, and the fine edge goes 85% of the way to near-white. Their saturation drops a little at each step (and to a third of the base's at the fine edge) so the edges look lit rather than like a different, brighter colour.
A common trap is edging with a colour that is the same lightness as the base but more saturated: it looks like piping, not light. Another is going straight to white: a pure white edge on dark blue looks like a chalk line. The steps in between keep it believable.
Black is a special case. A pure grey edge on black can look cold and flat, so many painters edge black with a dark blue-grey or a dark brown-grey to give it a little colour. You can tap a slightly coloured near-black on the wheel to get that.
Bars: the lightness of each step of the black armour ramp, from 0 (black) to 100 (white), in the step's own colour. Dashed line: its saturation (CIELAB chroma). Numbers match the steps above and the table below.
| # | Step | Lightness | Saturation | Hue shift |
|---|---|---|---|---|
| 1 | Base | 18 | 3 | – |
| 2 | Edge 1 | 42 | 3 | – |
| 3 | Edge 2 | 66 | 3 | – |
| 4 | Fine edge | 84 | 1 | – |
Lightness and saturation are CIELAB values; hue shift is how far each step's hue turns from the base, in CIELAB degrees (– where a step is too grey to have a hue).
In Edge highlights mode, tap your base colour. There are no shadow steps, since edging goes on top of a finished base. The edges climb from your paint toward lightness 90, losing a little saturation at each step, and the fine edge is 85% of the way from your paint to lightness 96, at a third of its saturation. The hue doesn't change.
The Steps setting reads 2 edges or 3 edges: 2 edges gives one edge highlight and a fine edge, 3 edges gives two edge highlights and a fine edge. There is no tint option for edges.
Every technique then picks real paints the same way: for each step it finds the nearest paint among the ones shown on the wheel, by ΔE with lightness counted 1.6 times as much as colour (value contrast is what sells a ramp), and never uses the same paint twice. Only opaque paints are used: no metallics, washes, contrast paints, inks, glazes, primers or fluorescents. Each step is graded Close (ΔE under 6), Fair (under 12) or Loose.
Each ramp below is built the way the Ramps mode builds one: the same target colours, then the nearest opaque paint in each brand for each step. ΔE says how far each paint is from its target: close is under 6, fair under 12. Swatch colours are estimates, so test the ramp on a spare model first. On the wheel you can build the same ramp from any paint, or only from the paints you own.
Target ramp (darkest to lightest):
Closest fit overall: Vallejo (average ΔE 2.6 per step).
Target ramp (darkest to lightest):
Closest fit overall: Army Painter (average ΔE 6.0 per step).
Target ramp (darkest to lightest):
Closest fit overall: Army Painter (average ΔE 4.9 per step).