Glazing builds up a colour with very thin, almost transparent layers of paint. Each layer only tints the one below it a little, so where layers overlap the colour gets stronger, and where they stop the edge melts away. It is the most reliable way to get smooth blends on cloaks, skin and large panels without an airbrush.
A glaze is just paint with a lot of water (or a glaze medium) in it. The thinner it is, the more coats you need, but the smoother the result. The Painters Desk gives each step a paint-to-water ratio as a starting point: thicker in the middle of the ramp, thinner for the deepest shadows and the brightest highlights.
These are the 7 steps the Ramps mode uses for glazing, darkest first, with the target colour of each step for the red cloth. Thin each paint to the consistency of milk (or thinner, as given) and let each layer dry before the next. The paint lists below give the closest real paint in each brand.
Because each glaze only partly covers the one below, glazing mixes colours on the model. A glaze of a lighter colour over a dark one lands somewhere in between, which is why a glazing ramp can use bigger jumps between paints than a layering ramp: the glaze fills in the steps for you.
The ramp runs from about 40% of the base's lightness (never below 8) up to 85% of the way to lightness 90, losing a little saturation at each end. A glaze of the complement is a classic way to dull or deepen a colour, which is why you can lean the deepest glaze toward the complement; see the colour theory guide.
The water ratios follow one rule: the further a step is from the base, the thinner it goes. The base is 1:1, the first highlight and shadow glazes 1:3 to 1:4, and the outer steps 1:5 to 1:6.
Bars: the lightness of each step of the red cloth 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 | Deep glaze | 14 | 42 | 0° |
| 2 | Shadow glaze | 24 | 49 | 0° |
| 3 | Base | 34 | 56 | 0° |
| 4 | Glaze 1 | 46 | 50 | 0° |
| 5 | Glaze 2 | 58 | 45 | 0° |
| 6 | Glaze 3 | 70 | 39 | 0° |
| 7 | Final glaze | 82 | 28 | 0° |
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 Glazing mode, tap your base colour. The shadow glazes run evenly from 40% of your paint's lightness (never below 8) up to it, keeping 75% to 100% of its saturation; the highlight glazes climb toward a point 85% of the way from your paint to lightness 90, losing a little saturation at each step, and the final glaze sits at that point with half your paint's saturation. The hue doesn't change.
Each step shows a water ratio, like 1:4 💧 (one part paint to four parts water), and Save as recipe puts the water into each step's mix. With 7 steps the ratios are 1:5 and 1:4 for the two shadow glazes, 1:1 for the base, then 1:3, 1:4, 1:5 and 1:6 for the highlights; with 5 steps, 1:4, 1:1, 1:3, 1:4 and 1:5.
Lean the deepest glaze to the complement gives the darkest glaze a dark, dull version of the complement instead.
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: Army Painter (average ΔE 7.7 per step).
Target ramp (darkest to lightest):
Closest fit overall: Citadel / Warhammer (average ΔE 7.6 per step).
Target ramp (darkest to lightest):
Closest fit overall: AK Interactive (average ΔE 6.3 per step).