Zenithal highlighting paints a model as if it were lit by a single light directly overhead, the way the sun lights things at noon (the zenith is the point straight above you). Surfaces facing up are lightest, surfaces facing down are darkest, and every panel, fold and muscle gets its own small gradient from dark at the bottom to light at the top.
Volumetric highlighting is the same idea taken further: each separate shape (a shoulder pad, a fold of cloth, a helmet) is treated as its own volume and given its own light-to-dark gradient. Many painters start with a zenithal spray of white over black primer to map the light, then glaze or layer colour on top. The steps below are for painting the light in with paint, which works over any primer.
These are the 7 steps the Ramps mode uses for zenithal and volumetric highlights, darkest first, with the target colour of each step for the blue 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.
A zenithal ramp is mostly about value: the hue stays the same, the lights rise toward lightness 92 and the shadows drop to about a third of the base's lightness. Saturation drops at both ends, to about 60% in the deepest shadow and to about a third at the top highlight, which keeps the extremes from looking garish.
The ramp has more highlight steps than shadow steps on purpose. From the tabletop, most of what you see of a model is its top half, so the steps you can see best are the highlights. That also means the whole model reads as lit from above, which helps the eye make sense of its shape from a distance.
For extra depth, lean the deepest shadow toward the colour's complement (an option on the wheel): a blue with a hint of orange-brown in the shadows, a red with a hint of green. See the colour theory guide for why that works.
Bars: the lightness of each step of the blue 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 | Deep shadow | 12 | 24 | 0° |
| 2 | Shadow | 23 | 32 | 0° |
| 3 | Base | 34 | 40 | 0° |
| 4 | Highlight 1 | 49 | 36 | 0° |
| 5 | Highlight 2 | 63 | 31 | 0° |
| 6 | Highlight 3 | 78 | 27 | 0° |
| 7 | Top highlight | 86 | 14 | 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 Zenithal mode, tap your base colour. The two shadow steps run evenly from about a third of your paint's lightness (never below 6) up to it, keeping 60% to 100% of its saturation. The highlights climb toward lightness 92, losing some saturation as they go, and the top highlight is 85% of the way from your paint to lightness 95, at a third of its saturation. The hue doesn't change.
Seven steps give you three highlights (Highlight 1, 2 and 3); five steps give you one. Lean the deepest shadow to the complement gives the darkest step 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: Citadel / Warhammer (average ΔE 5.4 per step).
Target ramp (darkest to lightest):
Closest fit overall: Army Painter (average ΔE 6.6 per step).
Target ramp (darkest to lightest):
Closest fit overall: Army Painter (average ΔE 5.5 per step).