DPT Vol 7
DPT Vol 7
Correspondence: publishing@3dtotal.com
Website: www.3dtotal.com
Every effort has been made to ensure the credits and contact information
listed are present and correct. In the case of any errors that have occurred,
the publisher respectfully directs readers to the www.3dtotalpublishing.com
website for any updated information and/or corrections.
Ken Barthelmey
Freelance Creature & Character Designer
www.theartofken.com
© Ken Barthelmey © Ken Barthelmey
There is no exception, we all want to take new techniques, this book covers a rich range Every artist at some point needs a charge for
our skill sets to the next level. Artists spend of knowledge to help boost your own artwork. their creative batteries, and this wonderful
hours learning new software and techniques. Watching the step-by-step working process, collection of imagery will inspire and motivate
We want to work faster, create better quality along with following in-depth explanations from you. This book’s beautiful layout makes it an
work, and simply come up with a unique the industry’s finest, is a precious resource and enjoyable and fast read so you will quickly gain
style. It can take years to reach that goal. one of the best ways to improve your skills. a better understanding of the fundamentals
so you can refine your own techniques based
I always compare this personal artistic 3dtotal Publishing has been creating outstanding on the information this book delivers.
journey with an infinite staircase you material for those looking to improve their
want to walk up. When you have reached artistic ability for over a decade, so it is my Artists never stop evolving; we constantly learn
a certain level every step is going to be distinct honor to have been asked to write new things. So use the escalator instead of the
inevitably harder to achieve. Digital Painting this foreword, since their previous titles have stairs and crest your next artistic achievement.
Techniques: Volume 7 is your escalator! been a big part on my artistic journey.
Here talented artists invite you to have a In fact, the Digital Painting Techniques
look in their toolboxes. Whether you are a an series helped me to improve my own
intermediate artist looking to improve your techniques in a very splendid way. Self-
understanding of the fundamentals, or an taught artists in particular will find
established industry professional developing this edition extremely valuable.
Introduction
They say that you learn something new Well you just might find them within the 288
every day, but as a developing artist looking pages that you hold in your hands. Covering
to make their way in the ever-expanding a plethora of approaches and subject matter,
and growingly competitive entertainment Digital Painting Techniques continues to be a
industry, learning “something new” must-read for any digital artist looking to improve
every day just might not be enough. the quality of their work, diversify their portfolio,
and streamline or improve their workflow.
Making progress and improving as any sort of
artist can be really difficult. It requires devotion, So why settle on learning something
the will to try something new, and an ability to every day; why not push the boundaries
pull yourself out of your comfort zone. But where and learn lots of things today?
do you start? What differing approaches suit your
ambitions as an artist? All of these questions Simon Morse
come easily, but where do you find the answers? Managing editor, 3dtotal Publishing
FREE RESOURCES
Download your free resources for this book
www.3dtotalpublishing.com
© Donglu Yu
Vehicles
A strong vehicle design should be no less full of trucks, buggies, and spacecraft, perfect for
character than your characters! There are many traversing desert wastes and alien atmospheres.
ways to make a vehicle memorable, striking, From early sketches and silhouettes to the
and more than just a means of travel. In this final details and decals, you’ll learn how to
section we’ll look at designing futuristic cars, create a vehicle that goes that extra mile.
Vehicles | Design a dynamic desert vehicle
This step-by-step tutorial will cover the inspiring image from just a few sketches. I
design of a desert vehicle/buggy using usually look for shapes and silhouettes that
Photoshop, from the early concept sketches suggest balance and serve as inspiration.
to a final rendered illustration. The idea is
that the vehicle should look usable in the real I’ll now show you how to develop a
world but have a post-apocalyptic style. sketch using lines and silhouettes. You
can use both methods combined.
To begin with and to be able to visualize
the desert buggy idea, I made sketches of 01: Idea generation – option 1
various concepts and designs to reach the To work with shapes or silhouettes I draw with
final one. I was inspired by several films when the Lasso tool as if it were a pencil or another
choosing the range of colors and designs: sketching tool. As I try to create a buggy, I draw
Elysium, Mad Max, and The Book of Eli. the shape of the wheels with the Lasso tool
(image 01a) and at the same time suggest at the
When selling a concept, it is useful to use other elements and details surrounding them
images as support or as an example of what (the cockpit, cannon, fenders, and so on).
we are selling. The more detailed and striking
the images, the better the outcome. Now that I have a few silhouettes, I give some
volume to the parts that I want to highlight in
Almost every time I need to create a design order to get a better idea of the design. Using a
I make quick sketches to get visuals that soft brush, I illuminate the main areas to give a
Ignacio Bazán Lazcano inspire me to create the final image. I little more information to the silhouette. Finally,
Senior Concept Artist usually do between four and six quick I use a Hard brush to define the key parts of
Software used: Photoshop sketches because I find that I can get an the design with suggestive lines (image 01b).
14
Design a dynamic desert vehicle
Lasso tool
Brush blur
01a
01b 02a
↑ To get a better idea of the design, I lay down some simple lines and volume ↑ Generating ideas through sketches creates a more finalized design
15
Chapter 01 | Vehicles
04: Composition
To make the drawing even more interesting, I try
to balance out the composition by adding other
vehicles and objects. This enables me to achieve
a more complex image while simultaneously 03b
generating a much deeper relationship
↑ I lay down some perspective lines and, on a new layer, build up the vehicle design
between each of the compositional elements.
04
16
Design a dynamic desert vehicle
05a
↑ Position the light source to determine where the shadows and highlights will fall
05: Volume
Now I need to establish where the light source
comes from. In this case, as it’s an external
light source from the sun, the spotlight will
be located at the top right (image 05a).
05c
17
Chapter 01 | Vehicles
Color base
06 07a
↑ The Color Picker is useful for choosing complementary base colors ↑ Painting the base colors on a Multiply layer allows you to still see the line art
18
Design a dynamic desert vehicle
Next, with a hard-edged brush, paint the Geometric structure Polygonal Lasso tool Follow the light
finer details such as the tread on the tire. On
a Multiply layer, begin to paint the tire using
your chosen local colors. Finally, add some
final details using the hard-edged brush.
10a 10b
↑ 1: Foreground has most detail; 2: mid-ground less detail; 3: background least detail ↑ At the beginning of the painting process, stay zoomed-in at around 21%
10c
19
Chapter 01 | Vehicles
11c
20
Design a dynamic desert vehicle
12a 12b
↑ Select Copy Merged to copy all the layers together on the clipboard ↑ The Gaussian Blur preview window shows the result of the effect before you approve it
Erase area
12c
↑ Select the main areas of focus with the Lasso tool to delete the effect
Pro Tip
Happy with the traditional treatment and
loose brushstrokes, I call the concept finished.
Remember that the most important part is to Depth of field something simple with believable lighting,
focus on the direction of your light source to Ensuring that your image has a sense of the lens blur filter or the “Gaussian Blur”
determine the focal point, tell a story, and turn depth is the first step in capturing the filter on that layer will be sufficient enough
your illustration into a tool to sell your ideas. viewer’s eye. While foreground elements to enhance the depth of field. A blurred
enhance the depth, the same can apply background will be less distracting and
to the background. By painting will help to make the focal point “pop”.
21
Vehicles | Craft a post-apocalyptic car
When I begin a concept, gathering references is 01: First rough sketch
one of the important starting points for me. It There are several ways to start a concept:
puts me in the right mindset and mood and I am mood boards, loose pencil sketches,
also able to see what has already been done. thumbnails, or even playing around with
a 3D application. In this case I start with a
In terms of the elements of post-apocalyptic simple and loose sketch. I already have a
design, there will be loads of rusted clear vision of the design and style in mind.
metal and heavy engines/machinery.
I find that www.cgtextures.com and After gathering a couple of references, I start
freetextures.3dtotal.com are great sources to draw in the first lines of the car. When I
for reference images and free textures. draw or paint I always use my second monitor
Markus Lovadina 01
Senior Concept Artist
↑ I have already figured out the design in my head so it is now time to sketch it out on the canvas
Software used: Photoshop
24
Craft a post-apocalyptic car
02 03
↑ I modify the car into something post-apocalyptic ↑ Picking the right color at the beginning of the painting will speed up the process
for the references. I pick the standard Round about what could be added and what will work 03: Blocking in the first colors
brush with the pressure setting on (Shape or, more specifically, what will be believable. Happy with my line drawing, I create a new
Dynamics > Size Jitter Control: Pen Pressure) layer. I block in the colors with a round
and start to sketch the base shape of the car. I draw the elements the same way I did the textured brush. I will use this same brush
My focus now is just on the overall shape – no initial sketch – with a simple Round brush, just to paint the entire concept. This enables
details, no gadgets ‒ just the shape of the car. set to a larger size to help me see the shapes me to focus on painting and to not have
better. There is no real rule on how to work as to worry about what brush to use next.
“I really enjoy ‘scribbling’ efficiently as possible, but for me and on this
around. Later on, there will be particular concept, I really enjoy “scribbling” When I select the colors, I have a mood
enough time for me to focus on around. Later on, there will be enough time for board open. The colors are pretty much
the color, details and textures” me to focus on the color, details, and textures. inspired by a huge engine reference. Post-
apocalyptic aesthetics already tend to give
02: Sketching the modified elements I paint in rough lines that suggest ideas of barbed a nice color palette: red, yellow, brown,
As you can see, the sketch is pretty loose and wire, tanks, and additional metal plates. All green, blue, and a hint of purple.
far from being precise. I’m still focusing on the these elements should be attached to the car
overall shape of the original car at this stage. as if they were collected somewhere separately When I block in my colors I mostly use the
and then randomly fixed onto the car. Color Picker to get different shades. If a brush
When everything is in place, I’m able to bring is set to Transparency and you paint over
in the first post-apocalyptic elements. Those Happy with the rough ideas, I am able other strokes, this area provides enough
elements are still rough and just give me ideas to move on to my first color pass. information to pick your next color.
25
Chapter 01 | Vehicles
05 06
↑ Blocking in the first of the post-apocalyptic elements and playing with extra ideas ↑ More scrap is added and the first textures are applied
“Keep picking textures for the selection by pressing Ctrl+H, switch to the newly a gun or just randomly collected scraps. The
car. It is absolutely necessary created layer, and paint over the fence area with bag is painted on a new layer and with the
that the car has a rusty look” a brighter color. I remove the selection and erase same textured Round brush I used before. You
areas that aren’t necessary with a textured eraser. can already see the noise from the texture.
05: First scrap details
Now the main base shape of the car is The good thing about the textured eraser is that I always try to keep my light direction in
done and the colors are set. It is now time the texture keeps and deletes areas randomly. mind. A quick lightbulb sketch could be quite
for the fun part – all the scrap details. You’ll never get the same result with a non- helpful. All the textures you see on the car are
textured eraser. As you can see, there is a hint of again from www.cgtextures.com. The main
I create a new layer and duplicate the initial texture on the side of the car. I use a texture from reason to add so much texture to the concept
sketch. The sketch is then put on top of the www.cgtextures.com and set the layer to Soft is to get a realistic, dirty, and used feeling.
color block and the transparency reduced to Light. After that, I reduce the transparency until
about 20%. This gives me enough details to start it has just a hint of texture/rust. I use the same I make the hazard stripes on a new layer. I
with the proper detailing. As mentioned, when technique to achieve the texture on the bonnet. use the Rectangular Marquee tool, fill the
designing a post-apocalyptic car, I like to keep in selection with a bright yellow, tilt the selection
mind that all elements should be gathered and 07: Textures, textures, textures about 36 degrees, and duplicate the layer
attached randomly to the car; there is no real I keep picking textures for the car. It is absolutely a few times. I merge the layers, then create
purpose for most of the elements, except for a necessary that the car has a rusty look. A a new one below and fill it with black.
few, such as the battering ram at the front of the highly polished car will be not believable. To
car or the armor plates on the front window. get a more DIY feeling, I add a sort of plastic The rear of the car has some kind of tank; this
bag on the roof of the car. This could contain could be filled with water or fuel. I think it is
On a new layer, I start to paint in the rough
shapes of the pipe, the battering ram, and the
framework of the front window, all made with
a simple Round brush. I’m still not focusing on
details, because I know that most of the details
will come with the textures I’ll use later on.
26
Craft a post-apocalyptic car
08
↑ I add some more details and change the colors by using one of the layer effects
quite important to have some sort of story Levels correction option. You’ll find it in the will be used for any military activities or if it is
at the back of your head. If you have to pitch same spot you find the Color Balance. just a scout car. You see it’s a simple concept,
this concept to your art director, you should but it already gives a couple of possibilities.
have at least one or two answers ready. Happier with the look, I create another layer
and paint in some loose versions of a skull, I merge the car layers again and duplicate the
“The car is a tad too dark and which will be used as a decorative element for layer. After that, I set the layer to Color Dodge to
too moody, so I increase the the battering ram and the side plate of the car. get some nice highlights. 100% is a bit strong,
yellows and reds in the lights so I reduce the transparency to about 20–25%.
and reduce the blues in the 09: Final touches
mid-tones” I have the feeling that I’m pretty much done. The It is possible that this concept will be given to
concept is detailed enough to sell the idea or a 3D artist to be modeled, so I do some loose
08: Final details and color tweaks could be used as a base for further explorations. line drawings of the front and the back view
With pretty much everything in place it is time The colors match the location idea I have in of the car, just to give some hints and ideas to
to add some final touches to the car. I merge mind and the car has a post-apocalyptic feel the modeler. Most of the information is already
all the layers – except the shadows below the to it. The next step would be to decide if this provided by the orthographic view of the car.
car and the background ‒ into one. I make a
selection by holding Ctrl and clicking on the
layer of the car. With it selected, I pick the Color
Balance effect from the bottom of the Layer
palette and start to modify the colors. One good
thing about Color Balance is that you can modify
lights, mid-tones, and shadows separately.
27
CHECK OUT
MORE FROM
MARKUS LOVADINA
IN
DIGITAL PAINTING
PHOTOSHOP INDUSTRY
TECHNIQUES FOR
BEGINNERS
Matt Tkocz 01
Senior Concept Artist
↑ Leave no stone unturned when figuring out a design
Software used: Photoshop
30
Create a dune car
01: Thumbnailing
Almost always, my first step is line sketching. It is Appropriateness is about context. Does it doesn’t sacrifice points from the other three
a very old-fashioned way of approaching a design serve the story? Is it appropriate for the target criteria. Of course, there are exceptions, so feel
but, to me, drawing is still the most intuitive way demographic? Does the style match the rest free to take these notes with a grain of salt.
of communicating thoughts rapidly. When I do of the intellectual property? To me, this is the
these kinds of scribbles, I think of them more as most important need a design has to fulfill. 03: Environment
notes rather than drawings because their purpose I compose a rough placeholder environment
is to put down thoughts – not to look pretty. Believability essentially means functionality. Is from photographs. You can use ones from
the design’s realism convincing in the context your own library or source them from free
Another thing that I do in this step – of course – is of the story? Does it look familiar enough so texture sites. The reason I start introducing
to look for reference images. The images I look for that the audience will understand and accept an environment at this early stage is that
can range from functional details like suspensions it in the context of the intellectual property? seeing the vehicle in a context will hopefully
or pistons, to more literal references of real- inspire me with further design decisions.
world examples of existing dune buggy designs. Aesthetics deals with how pleasing the
I always try to find the obscurest possible design is to the eye. Are the proportions, I very rarely present designs isolated against a
sources for my reference images in an attempt stance, silhouette, and composition neutral background because seeing something
to stumble upon something more original attractive? Does it look badass and fun? in its natural habitat is an easy way to double
than I would by just using a search engine; if check whether or not it fulfills the design brief
everyone always referenced the same images, If you are working to a specific brief for a client, at first glance and also whether it works within
all designs would end up looking the same. uniqueness is, for my money, the least important an environment. Plus, it’s a good way to sell
need a design has to serve. If the design is your client on the design, as only a few can
02: Design iconic and individual that’s great, as long as it resist the charm of a full color illustration.
When I feel like I can’t come up with any
more designs and sketches, I pick my
favorite few thumbnails and try to squeeze
every last bit of potential out of them by
warping, tweaking, stretching, combining
them, and so forth. I try to make sure that
I don’t overlook something valuable.
1. Appropriateness
2. Believability 03
3. Aesthetics
↑ Giving the design context in the form of an environment can inform upcoming design decisions
4. Originality
31
Chapter 01 | Vehicles
04 05
↑ Blocking in the big masses instantly helps you to judge its proportions and silhouette ↑ Resisting the urge to begin rendering adds valuable time to the design process
The other day I was at the airport in Singapore first place. As I’m tweaking the shapes and integration with the vehicle. I push and pull
and saw those little golf-cart-like buggies driving proportions therefore, I always keep an the values of the image to increase the scale,
around the terminal. When I saw their puffy eye on my original sketch, constantly re- depth, and clarity of the vehicle’s silhouette.
little wheels I thought those could look great evaluating to make sure I maintain the gesture You can do this by using adjustment layers
on my dune car, so I took a quick photo and and energy from the original thumbnail. and moving the value sliders or by altering the
dropped them into my piece. I select the wheel curves until you reach the desired effect.
in the photo using the Polygonal Lasso tool and 06: Integration
copy and paste it onto my image (Ctrl+C and I take a break from the vehicle design to I’m not very happy with the mood of the
Ctrl+V). Then you can use Edit > Free Transform spend some time on the environment and its image and try to push it to something
to scale and skew to fit it in with the image.
05: Refinement
I merge (Layer > Merge Down) all the layers of
the vehicle’s body so that I can work on it more
intuitively and quickly. Generally speaking
I always try to work with as few layers as
possible in order to avoid overwhelming myself.
In this step I fix symmetry and perspective
issues, as well as refine the shapes more.
32
Create a dune car
07
08
↑ Adding a subtle hint of reflectivity with clear coat layers is all it takes to start defining
the 3D volumes ↑ Adding detail and areas of high contrast selectively can help lead the viewer’s eye
much more dramatic and less inviting by 08: Details and effects 09: Orthographic views
darkening the sky and casting a big shadow I further subdivide and refine big shapes, adding Whenever making orthographics, I usually start
on the mountains in the background. color and value variations as well as cut lines off with the most descriptive view. In the case of
and more photo details. When adding cut lines, I most land vehicles, that would be the side view.
I cast a soft shadow on the foreground to separate constantly remind myself that I’m not designing Once I lock the main shapes in the first view, I
it from the middle ground and further increase the lines but rather the shapes of the surfaces, project out the hard points to the top and front
the sense of depth. The car’s cast shadow by dividing them with the added cut line. view. From here it’s usually a lot of going back
gets some attention to make it wrap more and forth between the different views; adjusting,
realistically around the rocky ground surface. The majority of the important decisions have detailing, transferring, and re-adjusting.
been made at this point so all that’s left in the
“Another way to indicate 3D process are the final details, polishing, and I don’t go out of my way to stay 100% true
form change is by adding making the illustration pretty. I also apply a to the design I had already figured out
highlights. I use them sparingly dust layer to the vehicle in order to ground it in beforehand ‒ if I see an opportunity for
at this point. I only add subtle its environment more. I add some effects such improvement I’ll go for it and adjust the
highlights to indicate form as a dirt pass (added with a Scatter brush) and illustration later on. I try to stay flexible and
changes that can’t be indicated some blur to the lens (Filter > Blur > Lens Blur). work organically until the design is complete.
with a sky reflection”
07: Volumes
Once I’m more or less satisfied with the 2D
graphic read of the image, I begin to define
the volumes. For this I add a simple clear coat
layer to the body of the vehicle allowing me
to “sculpt” the 3D shapes of the design. I also
change the color of the vehicle to red to make
the cool tones in the reflections pop more.
33
CHECK OUT
MORE FROM
MATT TKOCZ
IN
DIGITAL PAINTING
PHOTOSHOP INDUSTRY
TECHNIQUES FOR
BEGINNERS
36
Create a hovering spaceship
02 03
↑ I always carry around a Moleskine sketchbook to record visual notes ↑ I choose top-left; top-right was cool as well but the bottom ones look artificial
37
Chapter 01 | Vehicles
38
Create a hovering spaceship
Pro Tip
Your process is the best for you
Use 3D, don’t use 3D; use photos, don’t
use photos; start with line art, start with
↑ I make notes on the painting, most of the time only mentally, but you can add them on a separate layer
39
Chapter 01 | Vehicles
09: Polishing
Remove clutter! I take out two guys –
three is enough and it’s hard to read
their silhouettes. I just paint on top with
the colors that would be behind.
40
Create a hovering spaceship
Pro Tip
Improve your taste! time, and a guy who is a specialist
As the techniques concept artists in photo editing is going to have
use are becoming more and more perfectly integrated photos.
widespread, you’ll find that your taste
is going to matter more and more. So why do they still hire concept artists? Taste!
My advice: watch all the movies in the IMDB
A 3D artist is always going to get better top 250 films (www.imdb.com); by the
meshes and textures, a guy who really 250th you’re going to get a much better
knows painting will achieve better sense of why we still watch those films,
brushstrokes and shape designs any sometimes 60 years after their release.
41
Vehicles | Craft a colossal floating vehicle
Colony-La Paz is inspired by the overcrowded In this tutorial you will learn the techniques
cities of South America. It’s a concept in a I apply to every day concept art for film, TV,
distant future where we can see a kind of and videogames. At the first stage (initial
floating city that looks like a huge air vehicle. composition), we are going to see how
the image starts to develop. I will start the
What I have in mind is not a utopian, neat, composition using black-and-white silhouettes
and perfect future, but an arid, dusty, and to understand the values, setting up the type
messy place – the consequence of some of lighting and the places where I’m using it,
of the current environmental problems and arranging the elements in the scene in a
plaguing many of those cities. tidy way. In addition, I will give the scene a
44
Craft a colossal floating vehicle
45
Chapter 01 | Vehicles
04: Textures 04
I now gather some texture images and pictures
that I’ve chosen previously in a folder called ↑ I gather a group of texture images and pictures that I will use to add color and shape to the elements, as well as to
generate a strong sense of realism
“references”. I will use all these images later
on to extract some elements that will help me
to clean up the scene and to add more detail Another point to be mindful of is what sort of them carefully, trying my best to keep a
to the concept. Besides using color, photo image you’re going to create or what are the nice balance and to avoid overdoing it.
textures will help me to generate believable requirements from the client you’re working for.
materials and to achieve a realistic scene. Usually, when it comes to concept art for film or I choose the texture I want to edit, placing it
TV, the art direction looks to accomplish a realistic in a new layer on top of the silhouette that
The images have been downloaded from www. image. The correct balance between texture will be affected (in this case the silhouette
cgtextures.com. I always suggest doing some and painting helps me to achieve that goal. of the ship). Now I work with a mask in the
intense research prior to the image production in texture. Hold the Alt key between the two
order to gather a significant number of reference 05: Texture integration layers (see image 05): this links the layer which
images according to the concept and idea that It’s now time to start enhancing the image contains the texture to the silhouette itself.
you want to convey. This will help you to clarify with textures and color. I start to work on
what you want to do regarding the mood, the materials for the ship. I use dusted Now that the texture is inside the confines of the
materials, atmosphere, color, and lighting. and corroded metal textures and integrate silhouette of the ship, it’s easy for me to edit it.
Alt
Layer mask
05
↑ Blending the textures by using a Layer mask to give the ship a realistic aspect
46
Craft a colossal floating vehicle
06: Extraction
I continue incorporating more elements from
textures and pictures that I’ve previously chosen
into my scene to give the vehicle a realistic look.
As you can see in image 06, I add some textures to
the buildings to give the impression of a floating
city. I also select elements such as the tankers to
represent some sort of engine or exhausts that I
will use as elements that generate air pollution.
For the background, I use a photograph of an
overcrowded city of small buildings and narrow 06
streets to generate strong depth and scale.
↑ I add elements such as fronts of buildings and networks of tubes to enhance the vehicle and to generate more realism
07
↑ I work on the smoke and dust that will pollute the scene
47
Chapter 01 | Vehicles
the zones that don’t have any sort of detail, strong anchor point where the viewer creates
“Small pipes placed in the
such as the houses that surround the ship. a link between him and the image. I want the
bottom of the ship near the
character to look at the ship; this instantaneously
center of interest, the logo, and
It’s important to be consistent in terms of the draws attention directly to the focal point.
some infographics are subtle
light direction and to take advantage of new
details to enhance the scene
and contribute to the realistic elements (such as cables and street lamps). “I use the Color Balance tool
look that I want to achieve” If I arrange them logically, it helps to draw for the color correction and to
the viewer’s attention to the focal point. add a warmer color in the mid-
08: Foregrounds tones and a cold tone to the
At this stage, I focus on combining textures Small pipes placed in the bottom of the shadows in order to reinforce
and color for the houses and balconies in ship near the center of interest, the logo, the ambient lighting effect
the foreground. To do this, I carry out exactly and some infographics are subtle details even more”
the same process as I did with the ship that enhance the scene and contribute to
and the background ‒ integrating textures the realistic look that I want to achieve. 10: Final effects
and extracting interesting elements from Once the image is complete in terms of
the pictures such as cables and walls. I also work on the character, adding detail to detail, it’s time to apply some filters and
his clothes and working on the volume and final adjustments. You can see each of the
Remember to adjust the color and lighting of lighting to make him more convincing. As a five stages of the final effects that I carried
every element to maintain the color coherence human element, the character provides a out in image 10 on the next page.
and the overall mood of the scene.
I draw a group of houses and buildings with a Pro Tip use sketches with analog painting such as
wide range of colors to add a little bit of detail Experimentation watercolor, oil painting, or acrylic; take your
to the image. These new elements are located I suggest that you experiment with different own pictures and use them as a starting
in different planes to create a sense of depth methods when creating a concept. Try point for a concept or to extract elements
and scale. Repetition will give the illusion that different types of brushes, shapes, and from; use textures from pictures or don’t use
those elements vanish into the horizon. silhouettes, blending textures with painting, them at all. Eventually, experimentation will
messing around with shapes, and using 3D provide you with a variety of alternatives
09: Detail and enhancing software. Sometimes start with a black- to solve any sort of problem. This will be a
This stage is just about adding more and more and-white sketch or directly from color; plus when you have a professional job.
detail to the scene. I need to create and polish
08
↑ I start to use repetition to add a sense of depth and scale to the scene
48
Craft a colossal floating vehicle
09
At this point in the process I think that For stage 3 I use Smart Sharpen, an awesome Finally, I create another layer on top of everything
the image looks acceptable, however I tool that can be used to make the details with a neutral gray tone. Then I go to Filter >
want to reinforce the detail and realism. stand out and define the image. Filter Gallery > Grain. I set this blending mode
I therefore decide to apply a color to Soft Light with 30% Opacity. This provides
correction and add some adjustments. Next I decide to create a new layer on the image with a natural and subtle grain with
top of the merged image and fill it with a an interesting variety of colors (stage 5).
I use the Color Balance tool for the color dark, solid blue. I set the blending mode
correction and to add a warmer color in to Lighten and with around 30% Opacity. I “I use Smart Sharpen, an
the mid-tones and a colder tone to the use this trick here in order to get rid of any awesome tool that can be used
shadows in order to reinforce the ambient pure black elements in the shadows by to make the details stand out
lighting effect even more (stage 2). giving them a more bluish tone (stage 4). and define the image”
Original Color Balance Smart Sharpen Lighten layer Filter > Grain > Soft Light
10
↑ I apply some useful tricks and effects that will provide the image with an interesting look
49
Vehicles | Develop a vehicle for land and water
My task for this concept is to design a 01: Getting started
fast and agile personal vehicle that is I don’t often have a clear idea of where I want
maneuverable across both land and water. to take a given design brief right off the bat,
In this tutorial I wanted to deal with the and even if I did, the first idea is rarely the
thought process when being presented best. So as expected, I am not blessed with a
with a design problem. I will therefore focus brilliant epiphany this time around either.
on my personal internal approach and the
issues I keep dealing with when struggling Hoping to stumble upon something of value, I
my way through the design process. just start sketching mindlessly. I simply begin
Matt Tkocz 01
Senior Concept Artist
↑ I draw my initial ideas from a side perspective
Software used: Photoshop
52
Develop a vehicle for land and water
02a 02b
to lay down shapes that I think look cool. I “I’ve found the best way to On top of that, putting your design in the context
don’t hesitate to let myself be inspired by counteract this impulse to of a full scene will aid the final presentation
whatever ridiculousness comes to mind. jump ahead is to stay away of your concept and therefore help to get
from any rendering tools as it approved by your client (image 02b).
In the first sketching stages I prefer to stick to long as possible. That’s why
side views because this type of vehicle reads I prefer to sketch with lines 03: Translation and shapes
most clearly from the side, and drawing in instead of shapes” The step I find most difficult is taking my
perspective is hard ; it’s difficult enough to scribbled sketch to the next level and nailing
come up with a decent idea without having to take the time to tweak the design as best I can down the design; once you start cleaning
struggle with fancy perspective drawings. in the early stages. I’ve found the best way to up your scribble to turn it into something
counteract this impulse to jump ahead is to usable, you run the risk of losing the energy
02: Decisions and patience stay away from any rendering tools as long of your initial sketch. You start drawing on
I would say the most important step in the whole as possible. That’s why I prefer to sketch with top of your sketch, trying to fix its flaws and
design process is deciding on the direction that lines instead of shapes. It helps me to resist problems, and the next thing you know it looks
the concept is going to go in. A bad choice at this the temptation of jumping into the rendering nothing like your original sketch. All the initial
stage will lead to an eternity of pain and suffering! process before my design is ready (image 02a). appeal is gone and all that’s left is rubbish.
So I look at my sketches and pick the bits I recommend always working on at least two There is always going to be a certain amount of
and pieces I think have potential, and projects at the same time. That way, you can disconnection between the first sketch and the
decide to do some sort of hot-rod-inspired take breaks from a particular design and work final design. The trick is to find a good balance
hover bike with exposed engine parts. on something else to avoid tunnel vision. of creating a thoughtful 3D form, while staying
Jumping back and forth between multiple true to the appeal of the original sketch.
I think it’s important that you are able projects will help you judge your work more
to pitch your concept to someone in one objectively and make it easier to spot flaws. As you can probably tell by the discrepancy
sentence. It doesn’t matter how ridiculous between my sketch and my final result, I’m
that pitch might sound, as long as it gets Because nothing in the world exists isolated on far from a master of this task. What usually
someone excited. If you can’t simplify your a white background, I try to ground my design in works best for me is to use my sketch as
concept into one line, you might not have some kind of environment early on. The chosen a loose guide rather than a blueprint. I
a concept at all, just a flashy image. context will hopefully inform further design refer back to it until the design is nailed
decisions when it comes to the composition, down, but I try not to be a slave to it.
Often I get carried away and find myself jumping color, and mood of the final piece, as well as
ahead into rendering too early, without having the vehicle itself. Having an environment will When in doubt, I never hesitate to ask
found a halfway decent design first. I therefore also help describe what kind of vehicle it is my design buddies for advice, as they
constantly remind myself to slow down and without me having to explain everything. usually know more than I do!
53
Chapter 01 | Vehicles
04: Volumes
When I am satisfied with the graphic 03
appearance of my design, I begin to
↑ I focus on the abstract shapes of my design to try to translate the sketch concept accurately
define the 3D shape by introducing
a basic light source that I use to
“sculpt” the volumes of my design. graphics across the surfaces is a nice way you can always cast a shadow across a
to define the different sections. If you shape to define its volume. In this way you
Another invaluable tool to define the don’t want to put permanent graphics on can describe the shape without altering
volumes is, again, graphics. Wrapping your design solely to describe its form, the design of your object permanently.
04
54
Develop a vehicle for land and water
05a
05: Believability
An important step in selling your design is
to convince the audience that your concept
could be reality. The crazier your concept,
the harder you will have to work to make
it look believable. To accomplish this, all
you have to do to create a realistic image is
include plenty of recognizable, functional, and
informative detailing. Small things like fuel
caps, turning signals, exhausts, intakes, rivets,
decals, instructions, material changes, and
so on make all the difference (image 05a).
55
Chapter 01 | Vehicles
06
↑ I create a more painterly look in the hope that this will appeal to my client
56
Develop a vehicle for land and water
07
↑ If a client approves your concept, you should be prepared to have to produce an orthographic design for it
and place them on my rendering. Later I just of the illustration to make sure the design 07: Orthographic designs
paint back on top of the photos to blend is displayed at its full potential. Let’s just imagine that a client approved
the photos into my work (image 05c). my concept; this is where the tedious
Depending on who you’re presenting part begins and you may have to
“In order to get the desired your concept to and what that person’s produce an orthographic design.
approval, you must spend background and taste is, you will have to
some time on the presentation pick a medium for your final illustration. Luckily I was wise enough to paint my
of the illustration to make sure illustration pretty much in side view.
the design is displayed at its Some art directors like looking at sketches This way I have already constructed one
full potential” and understand them well; others of the three orthographic views. I just
like the look of painterly illustrations need to trace it with some line work and
09: Approval or photorealistic 3D renderings. then project the important “landmarks”
Sadly, all the work I’ve done on this concept so far of the design over to the top view.
is only the very first step of the design process. As It’s therefore a plus if you know who the person
of this point, my illustration was merely a pitch is that you’re presenting to. Of course, having the I leave the front view for last because
for a concept, waiting to become a fully fleshed- ability to present your concept in a way that will in this particular example it os
out design one day in the future. But before that appeal to them can’t hurt either, be it sculpting, the least descriptive view.
can happen, this pitch-illustration has to be painting, drawing, 3D modeling, or tap-dancing.
approved by the client, art director, production Depending on who you work for, you might
designer or whoever it is that you’re answering to. In my case I decide to make it look a little have the option of building a basic 3D proxy
painterly because many people seem to respond model instead of drawing the orthographic
Now, in order to get the desired approval, you to that hand-crafted quality. Whichever route views. It all depends on the client, your
must spend some time on the presentation you go, just make sure it’s badass at the end. personal abilities, and preferences.
57
Vehicles | Illustrate a powerful deforestation vehicle
This tutorial is about designing a vehicle that My starting point can be seen in group A of image
can both cut down trees and strip the trunks of 01. I have no idea what the machine should
branches in preparation for logging transports. look like and at this point I haven’t decided
It must be able to traverse uneven ground and how to draw a deforestation vehicle either.
also be capable of clearing a path through
areas that are dominated by gargantuan trees After some interesting shapes come out
and dense undergrowth in order to get to areas of my sketches, I feel ready to draw the
where the trees are small enough to harvest. deforestation machine, so I start to draw
another bunch of thumbnails, concentrating
01: Initial research and thumbnails on the style of the machine (see group B).
I find some photo references of machines
that are already very cool-looking, “I don’t add a lot of small
but I want to push the ideas further to details to make it complex,
develop my own type of machine. just keep it simple with
interesting blocks”
I start from scratch and draw a bunch of
thumbnails. I keep them simple as the purpose 02: Designing with lines
of thumbnails is to find a good shape – we Once I’ve chosen the thumbnail, I start to do the
don’t need to show people the thumbnails. line work, this time on paper. In this step, I only
care about the important details that will be
I’m working in Photoshop at the moment, seen as features of the machine (image 02a).
Ling Yun but you could also do this on paper
Concept Artist with pencils, pens, and brushes. You Next, I scan the line work into Photoshop,
Software used: Photoshop & SketchUp can choose your favorite method. create a new layer, and draw clean lines on
60
Illustrate a powerful deforestation vehicle
01
03: SketchUp
Since the difficult part is done, the rest of
the steps should be quite simple. An easy
way to move forward is to use 3D, in case
different layout angles are required.
61
Chapter 01 | Vehicles
03a 03b
Overlay with textures Paint over with details Refine details and color 04b
62
Illustrate a powerful deforestation vehicle
05
06a 06b
↑ I start with black and white to think about the mood and basic set
↑ I use an Overlay layer to put in the basic colors
06c 07
↑ I add plants to the background ↑ Once the background is ready, I paint the machine
Pro Tip
to change without hurting the image. I give it a tree roots, grass, and shrubs, and then
greenish color to make it like a forest (image 06b). I paint the freshly cut wood to show the
Create a mood piece purpose of the machine. And it’s done.
Try painting a quick mood piece to help Now I paint over details on a Normal layer.
you concentrate on the mood and the I think about the reality of the forest, add a The beginning is the most important part of
storytelling of your environment. lot of plants under the big trees, and refine creating a design to me; I always spend more
the background mood (image 06c). time on it. When I draw the thumbnails I try
to find a cool shape that really inspires me,
06: Creating the environment 07: Painting the machine then I think about the detail design. Coloring,
Fortunately the model is ready to be composited, and final touches texturing, and rendering is the last thing to do;
so I don’t have to paint the machine again. I start When the background is established, I it will be very fast if everything else is settled.
the background first, using just black and white can go to the machine itself. I paint over it
to think about mood and the basic set. I suppose as I did for the design rendering, making “The beginning is the most
it’s a huge forest, as the brief said (image 06a). it rendered into the environment. important part of creating a
In this step, I apply the background colors. I use The environment still looks empty – it design to me; I always spend
an Overlay layer to put in basic colors; it’s easy lacks foreground elements – so I add some more time on it”
63
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Stylized Female
Characters
In this section we’ll take a look at techniques for learn how to create custom brushes to speed
designing and painting female characters, from up your painting workflow, how to design a
elegant aristocrats to ballet dancers to the Greek character concept to fit a brief, and how to
mythological personality, Helen of Troy. You’ll render different fabrics, skin, and more!
Stylized Female Characters | Research and develop to a unique brief
The assignment for this concept was to My strategy is simple when I do concepts:
portray the effects of wealth on human just let the story of the image take center
evolution. Although science fiction, it is rooted stage and try to support it with the design.
in speculative science – without extreme It seems straightforward, but subtle
pressures from the environment, how can the differences can make or break the storytelling;
human body react and change? How can we every aspect from facial expression to
make this visually interesting as a concept? decoration needs to be considered.
Art and science aid each other in understanding. 01: Initial thumbnails
Science inspires artists, while artists can help As mentioned, before I begin painting I start
crystallize ideas with their imagery. I feel the with intensive research. This assignment is
most fun way to approach briefs like these challenging in that the effects of wealth on
is academically, so I do as much research on human evolution are not obvious. In order to
evolutionary theory as I can – and then go wild! make something visually interesting, there has
to be a good amount of gross evolution to make
The ideas behind a concept are just as important a physical change in animals – developing the
as their execution, and the more information ability to breathe under water for instance.
I gather, the more inspiration I will have. I
definitely discovered things that I would not Wealth is not a large environmental pressure,
have assumed before I began that helped me to and so it would not cause a direct physical
develop my concept. I get to pretend that I have adaptation in humans. It is comfortable
Devon Cady–Lee a degree in evolutionary biology, but at the end for an animal to be wealthy, so why would
Concept Artist & Illustrator of the day, the imagination is king and I will do it change? These are the questions that I
Software used: Photoshop what it takes to ensure the image is appealing. ask to begin with and try to answer.
68
Research and develop to a unique brief
01 02
↑ Just get marks on paper so you can start thinking about them! ↑ This silhouette represents my favorite thumbnail, omitting details of the clothes
Pro Tip
Start with strong ideas before you even
begin a concept. It doesn’t have to be
elaborate; it just has to be clear and
concise. The more complex your story,
the more complex your character will
be to execute. Illustration is ultimately
about expressing your ideas to other
people; test others to see if they can
read the same story from your character
that you want them to see. This will help
put in to perspective what you need
to do to make your design clearer.
↑ She has a slightly judging but calm expression on her face to make her feel disconnected from the audience
03: Heads up
Now for the face! While human brains did
Through this research, I find information that figures. I prepare with a canvas 4000 pixels tall grow larger as we developed past our primate
inspires my initial concept. Wealth for humans on a neutral-toned background. I use a palette- cousins, the most recent trend shows that our
has a direct correlation on our nutritional knife-like brush to get quick, solid forms. brains have actually been shrinking (in theory,
intake, which in turn affects our growth. Scarcity because they are becoming more efficient).
results in dwarfism to conserve energy, while 02: Crystallizing ideas Although we may have increased intelligence
abundance allows for the sustainability of I sketch what I’m thinking. I use just a Hard due to better education and nutrition, the
larger and more powerful bodies. In just the Round, pressure-opacity brush for my caricature of the gigantic throbbing brain would
past hundred years, the human race has grown sketch work. Although humans have grown not be accurate. Our faces have also become
several inches due to the spread of world wealth. considerably in history, we have also become flatter and our features larger to become
physically weaker as the value of intelligence more readable. I imagine the result if these
With this information, ideas about shape begin to began to surpass brawn. My decidedly female trends were to continue, and draw her skull
form and I start to do thumbnails of tall, elegant figure ends up being tall and lithe, with a reasonably sized with prominent features.
69
Chapter 02 | Stylized Female Characters
04 05
↑ Using a higher contrast tone in the beginning helps to define the silhouette ↑ The skin will be detailed later so shading is kept to a minimum
05: Rendering
I adjust the skin tone to be a little lighter since
I plan to pattern it later, and start working in
some basic shadows. It is important that the
character is thin (to still look long) but not gaunt 06
or unhealthy looking. I make her exaggerated
↑ The character is given an unusual eye color combination to add intensity
in her lankiness in order to push my point.
I don’t feel that I am trying to make her a lot about the mental state of the character result in an evolutionary divergence over
appealing just for modern viewers; there through expression and contrast to body time? This opens me up to a lot more options,
could be a completely different idea of what language. Human faces have become flatter, such as picking an interesting eye color.
is appealing in the future, much like how noses smaller, and eyes larger; we are essentially
ideal women were once depicted as rounded starting to have more child-like features as we 07: Fleshing out
figures and this has changed over time. Maybe domesticate ourselves into social creatures. I’m starting to get a good idea of what her
in this future, being incredibly elongated is anatomy should be and begin to refine her tone.
actually attractive, or maybe even the norm? I begin to think about other ways human bodies I add a bit of saturation to parts of her face. She
can alter – what about gene therapy? Could takes on an elfin appearance, a result of her
06: Diving in humans begin to alter themselves, say the tall, idealistic forms. I can’t decide what her
I start focusing on the face even more. Characters’ color of their eyes, in order to be cosmetically footwear will be yet, but I do know that some
faces are incredibly important; they can convey appealing? Could the impact of these changes sort of support to make her taller would probably
70
Research and develop to a unique brief
08
71
Chapter 02 | Stylized Female Characters
Pro Tip 09
Research other artistic disciplines
Often the principles that apply to fashion ↑ The same Hard Round brush is used in a different manner in order to show the fabric folds
10: Bling!
Now for the accessories. I feel like it would help
to show some expensive-looking jewelry, which
is an obvious costume decision to convey a sense
of wealth. I use bright, precious metal colors
and an exotic hue in the stones to complement
the color of her eyes. Again, I can’t let the
accessorizing compete with the patterns of her
skin; if they look too similar in density, tone, or
shape, they may be confused with each other.
10
It’s crucial to keep track of these small details in
↑ Repetition in forms can be boring unless you treat them as pattern language
the larger picture to see how much they effect the
overall image. If they’re not very visible, they’re
not worth being there. If they take attention that they are acting as extra support. What if Rhinoplasty, breast augmentation, and facial
away from your focal point, knock it back. gene therapy allowed us to get the same look reconstruction are all ways celebrities adapt
of heels without having to wear them? This is their bodies to survive in their environment
11: Polishing probably the most exaggerated adaptation I’ve due to the pressures of society. If we learn
Wrapping up the design, I add one more strange given her, a modification that seems extreme but to adjust our bodies through gene therapy,
detail to the feet: I extend her pinky toes far off isn’t really when compared to how we mutilate we would probably start heading down the
to the side in order to give them the appearance our bodies in pop culture in the name of trends. route of cosmetic alterations rather quickly.
72
CHECK OUT
MORE FROM
DEVON CADY-LEE
IN
CREATING CHARACTERS
FOR THE
ENTERTAINMENT
INDUSTRY
74
Create a stunning ballerina
01
↑ In the Brush window, enable Transfer and select Pen Pressure in the Control drop-down menu
75
Chapter 02 | Stylized Female Characters
03
↑ When using the brush, press the Alt key to use the Eyedropper without switching between tools
76
Create a stunning ballerina
Pro Tip
Learning by observing
Whenever I’m not in front of my computer
working on some painting, I’m somewhere
studying the world around me.
77
Chapter 02 | Stylized Female Characters
06
07: Making the tutu A I start by making the sketch transparent of colors, making sure that the cooler
In trying to figure out how to make the tutu, I so that I know which area I’ll be working and darker tones are in the shade.
realize that the best approach is to make it as on for this step in the process.
if it is a real tutu – layers upon layers of semi- C I start drawing petal-shaped forms
transparent, fine, mesh-like fabric, called tulle. B I make a basic form so that I don’t have all around the skirt using different
A little bit of texture goes a long way here. I’ll to create hundreds of semi-transparent shades of pink, overlapping each other
walk through each step as shown in image 07. shapes to make it opaque. I mix a bunch until the base shape is not visible.
78
Create a stunning ballerina
07
↑ The process for creating the mesh fabric for the tutu – refer to the text in step 07
D I use a skin and texture brush E I repeat the same process with the Ctrl+E) and, using the Dodge tool (hotkey:
(again, these can be made easily in other petal-shaped forms of the tutu. O), I highlight the brighter side a little (50%
Photoshop and then added to your on the Highlights setting, keeping Protect
Brush library) and erase the middle F To add some depth, I set the forms on the Tones unchecked, with a Soft brush).
of each form, leaving a nice textured side in the darkest shadow to Overlay mode.
gradient. Then I go to Filter > Blur > H Using another Gaussian Blur, I blur the
Gaussian Blur and blur just a little. G I merge all the layers of the tutu (hotkey: far side to push it into the background.
79
Chapter 02 | Stylized Female Characters
Pro Tip
Be a troubleshooter
Not all things have been written. They
may have been done but not particularly
put into words, so sometimes it is
a very useful habit to try to figure
out some stuff by yourself. Doing so
will also help you get to know the
software and all of its possibilities.
08
80
© Renée Chio
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82
Craft a period drama female
01 02
↑ Creating a black shape or texture to start ↑ Playing around with brush settings
03a
on, Texture on, and Transfer on (all set to 03: Adding color on top to adjust the colors accordingly
Pressure Sensitivity). You can do almost any I start to add color to the portrait by creating (image 03a). I use a cooler yellow against
random shape and make it work, as long as an Overlay layer and blocking in large warmer shadows in order to emphasize
you play around with the Brush settings. shapes of color. I then use a Normal layer some of the forms in the face.
83
Chapter 02 | Stylized Female Characters
Pro Tip
Try different brush ideas
If you are having difficulty coming up
with shapes that work, try looking at
natural media brushes and tools, and
try to come up with ways of translating
them into Photoshop brushes. You
can also use photos as brushes by
grabbing an image, making it black
and white, then lassoing parts of the 03b
photo that you think might be useful.
↑ Using the Brush Presets window to create a streaky, natural-feeling brush
04
84
Craft a period drama female
06a
85
Chapter 02 | Stylized Female Characters
86
Stylized Female Characters | Paint Helen of Troy
In this tutorial I will guide you through the I choose one design that I like for the next
creation process for my manga version of Helen step. I also nail down the design of Helen’s
of Troy. I will share the common approach I take character and her costume before I move on.
when it comes to manga painting, which I think
has efficiency and offers flexibility for editing. I feel more comfortable working on paper
than in digital medium and I tend to work
The story of Helen of Troy is about love and
conflict. She is the reason for the Trojan War “I draw some more small
between the Greeks and Trojans. According thumbnails while I try to come
to the story, Helen was the most beautiful up with a graceful pose for
woman in the world. She married Menelaus, Helen”
who became the King of Sparta, but Paris, a
handsome young Prince from Troy, grabbed her
Pro Tip
and fled Sparta while Menelaus was not there.
This was the event that triggered the war.
Strike a pose
With regards to the theme, I want to portray When I’m trying to work out a pose,
the charm of Helen and the conflict between I often try the pose myself in front of
the men in her life in this illustration. a mirror. It’s a very useful practice if
you want to understand poses clearly
01: Composition and design because it’s easy to overlook some
Patipat Asavasena I sketch some composition design thumbnails. minor details, such as how the arms
Freelance Artist These drawings are just for exploring my twist or the tension in the muscles.
Software used: Photoshop ideas, so they don’t need to be detailed. Then
88
Paint Helen of Troy
03: Clean up 01
I tape a blank piece of paper to the print-out
↑ Composition thumbnails and the design of Helen’s character and costume
I made in the previous step, and then use
02 03a
↑ My rough sketch ↑ I use a 2B pencil and an eraser to clean up the rough sketch on a draft table
89
Chapter 02 | Stylized Female Characters
03b 04a
a 2B pencil, eraser, and draft table to clean remove odd black dots that were caused by 06: Color schemes
up the rough sketch. It’s quite an old-school my scanner when I scanned in the image in I duplicate the current canvas to a lower
method. This step took me about 2 hours the previous step (see images 04a and 04b). resolution file by choosing Image > Duplicate.
and 30 minutes (see image 03a). Finally, I Then I roughly put some colors down, playing
scan in the cleaned-up drawing and import 05: Changing the line art color with the Layer blending mode and insanely
it back into Photoshop again (image 03b). I change the color of the line art, for a softer tweaking the color with the Adjustment tool
look, by choosing Image > Adjustments > Hue/ before saving it as a new copy. Usually, I
When you do this, remember to make Saturation, then increasing the Lightness create two or three color scheme variations,
sure you increase the resolution to value to 8–10 approximately, and scrolling the then I pick one and use it as a reference.
300–350dpi for a high quality file. Hue until the line art is dark red. I also make
sure the Colorize checkbox is checked. “I don’t use the small-sized
04: Digital clean up brush because I want to make
This time I create an 8 x 12-inch canvas at “ I roughly put some colors sure I don’t focus on the details
300dpi in Photoshop and import the drawing down, playing with the Layer first”
from the previous step into a new layer. blending mode and insanely
Then I select the Curves tool from Image > tweaking the color with the 07: Setting up the layers
Adjustments > Curves to increase the contrast Adjustment tool before saving Back to the original canvas, I create a layer
of the line art. I also use the Eraser tool to it as a new copy” for each element in the image: skin, hair,
90
Paint Helen of Troy
04b
↑ Using the Curves tool to increase the contrast of the line art
05 06
↑ Changing the color of the line art for a softer look ↑ Trying different color variations
91
Chapter 02 | Stylized Female Characters
07a 07b
↑ I create a layer for each element in the image ↑ Using the Lasso and Fill tools to fill each layer
08a
↑M
ake sure you check the Preserved Transparency check-
box for each layer
cloth, throne, and background. Then I use sized brush because I want to make sure
the Lasso and Fill tools to fill each layer with I don’t focus on the details first.
a solid color according to the color script I I continuously reduce the brush size as
established earlier (see images 07a and 07b). “I set the Layer blending mode I progress to further steps. When you’re
to Multiply and start to apply painting, it’s important not to forget to check
08: Rough shadow details a light orange color with the the Preserved Transparency checkbox for
I use a large Flat Bristle brush to roughly Normal Round brush. After this, each layer before applying the paint. This
paint the shadow. I don’t use the small- I merge it with the skin layer” means that you can’t apply the paint on the
92
Paint Helen of Troy
08b 09a
↑ Painting in the shadow ↑ I create a new layer on top of the skin layer
93
Chapter 02 | Stylized Female Characters
10: Over-painting 11: Adding the final touches And the image is done! I spent about
When I am satisfied with the overall look, I flatten After I have added a lot of minor detail, I 12 hours on this artwork and I’m quite
all the layers and then over-paint the entire create some adjustment layers, such as Color satisfied with the final result. You can see
image (image 10a). This is a time-consuming Balance, Curves, and Brightness/Contrast, the final production on the right here.
step, but it increases the quality of work for non-destructive editing of the image.
significantly. I often begin with the facial area “I create some adjustment
because it’s the main point of interest. Spending This is quite useful because you can come layers, such as Color Balance,
a good amount of time on the face is worth back to revise the image later. If you use the Curves, and Brightness/
it. Images 10b–10d show the way the image tools in Image > Adjustments, however, you Contrast, for non-destructive
changed during the over-painting process. can’t go back to the original file anymore. editing of the image”
10a 10b
↑ I paint over the entire image ↑ I start by looking at her face in detail
11
10c 10d
↑ The use of adjustment layers allows for non-destructive
↑ I add blue to the flower in her hair ↑ Blue is also added to her accessories editing
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Pin-up Girls
We’ll now move on to a more specific type of talented artists in this section will teach you
stylized female character in the form of pin- how to design and paint great pin-ups, whether
up girls. Pin-up art has been a pop-culture they’re classic and sophisticated or cheeky and
staple for decades, depicting charming and alternative, from choosing a theme and outfit
glamorous women with stylized panache. The to capturing the perfect pose and expression.
Pin-up Girls | Paint a racing-car driver
A pin-up is, by assumption of most people, I sketch out some sweet but intense poses,
a common, and sometimes vulgar, sexually as well as facial expressions, searching
evocative image of a female. However, a for contemporary references of racing-car
good pin-up design is much more than sex outfits, shoes, helmets, and so on. All of
appeal; it is actually one of the bestselling these features will support me with a better
resources used in any advertising and color palette and a better lighting scheme to
marketing campaign strategy. match the mood and feelings that you would
expect from a racing-car environment.
You’ll find a huge variety of pin-up styles
related to any subject. For the purpose of The feelings of intense speed, precision of
this tutorial I will show you the conception, movement, pursuit for the best lap, pleasure
design, and painting of a racing-car driver of victory, glamor of fame, and so on, are
pin-up girl, combining a classic vintage essential features that I want to put across
and contemporary realistic style. to the audience through my pin-up.
My chosen concept for this is inspired by the I hope that the viewer can relate to the image
vintage images of Gil Elvgren and Norman and, at the end of the day, turn an ordinary girl
Rockwell. Although I will not be using into a pretty and desirable racing-car driver.
nudity, I will use provocative cleavage and
curves in order to present a well-known, 01: Gesture
classic pin-up pose with expressive and Gestures are important because they
Cris Delara appealing body language and a friendly represent a sense of overall form. They
Artist and charming smile. I would say that she must show not only what the subject
Software used: Photoshop is an ordinary girl with a vivid attitude! looks like but also what it is doing.
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Paint a racing-car driver
01 02
↑ Laying down some quick, flowing lines ↑ Make the posture poised and curvy
I draw all my sketches and line art in A pin-up’s body language is often related to • If she is lying down, draw her arched;
Photoshop because it is faster and easier one of the standard poses: standing up, sitting you can improve her body curves
for me to make changes and undo areas. I down, or lying down. The main requirements by avoiding the flat butt effect.
open a 11 x 17-inch blank canvas at 300dpi for any pin-up pose are therefore straight
and use a regular Hard Round brush with and curved lines, which means the posture 03: Deciding on the pose
Opacity set to 100% and a black color selected. is held as upright (straight) as possible, I decide to go with a sitting down pose. If
When I need to highlight something in my always improving her curves. Here are you are working for a client, however, and
sketches, I just change the brush color. some tips that I find particularly useful: it’s up to them (not you) to decide which
pose is the final one, try to use the following
I do the initial gesture sketches loosely. I don’t • If she is standing up, draw her at an angle; guidelines to make consistent sketches.
worry about the small details because I want to the line of action should always be curved.
capture the energy of the movement, its rhythm First, remember that the pin-up’s main elements
and balance. I make quick, deliberate marks • If she is sitting down, draw her elegant are straight and curved in any of the three
using flat line techniques to lay down the core and sensual (never in a relaxed posture). standard poses. Second, when sketching
and big shapes, looking at the spine position and
movement to allow the eye to follow the shape.
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04: Outfit
After searching the web for racing-car drivers’
outfits, I duplicate my chosen sketch to
The #1
experiment with some outfit choices. As I
chosen
want to draw a vintage-style mixed with a outfit
contemporary-style pin-up, I need to adjust 04a 04b
the traditional, comfortable, and tailored
↑ Experimenting with different outfit choices ↑ The chosen outfit
men’s overalls to a slimmer, tighter version
to fit and highlight the curvy model.
#1 #2
Out of the different overall versions, including
some with short legs and some with short sleeves,
I choose the full body overalls. Not only does this
have a modern approach, it also leaves room
for marketing, logos, sponsorship, and so on.
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Paint a racing-car driver
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Chapter 03 | Pin-up Girls
LIGHTS
↑ The main light source comes from the top-right corner ↑ The dark/shadow areas ↑ Painting in the highlights
08: Rendering skin color around the face, I add warmer skin tones by “sculpting” the areas on her face, simulating
The first thing I do now is choose the rendering bigger reddish areas, using the same the softness of this brush with my digital pen.
direction of the main light source for my Soft Round brush with the Opacity set to 50%. Handling the pressure applied with my digital
image. This is crucial because it guides pen on my tablet, I can make my strokes soft,
me throughout the rendering process. The initial rendering on the face is done in keeping the painting as delicate as I wish.
four steps: darker areas, brighter areas, warm
The next step after deciding on the light source shadow to enhance the framing of the face and Brush number 36 has a rectangular shape, but in
direction is marking the dark areas on the face adding the warmer (reddish colored) areas. other Photoshop versions this could be different,
(eyes, nose, and jaw line) using a darker tone so look for a similar shaped brush in your version.
than the base color. To make those marks, I use 09: Improving the face
the Soft Round brush with the Opacity set to 50%. The idea behind improving the rendering is 10: Painting hair
working on the details of the face, such as the I decide to give my pin-up long, black loose
Now it is time to make marks for the brighter nose, eyes, mouth, lips, cheek, and so on. curly hair. However, I do not use the black hue
areas on the face (always thinking about the as the base color tone to start with. I decide to
direction of the light source). Again, I use the Those details bring the rendering to a more go for a lighter black tone to cover all her hair,
Soft Round brush with the Opacity set to 50%. dimensional approach; it is like you are sculpting and then more of a traditional black tone to
I also improve the face’s framing by applying the face, giving it a slight 3D feel, which makes make all the shadows I need around the framing
a warm shadow around it. This warm shadow your painting pop and look more realistic. of her face to simulate a sense of depth.
is obtained using the base skin color and then
altering it to a slightly darker reddish tone. With brush number 36 in the Photoshop Still handling the same brush (number 36,
Brush library set to an Opacity of 50% (there Opacity set to 100%), I pick up a lighter black
After marking the darker and brighter areas is no hardness control function enabled base tone and apply it all over the hair by doing
of the face and applying the warm shadow in this brush), I start rendering the details, long and smooth strokes, following the direction
08d 09a
↑ Adding touches of warm tones ↑ Selecting brush number 36 in the standard Photoshop library
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Paint a racing-car driver
09b 09c
↑ Blending the highlights and shadows together to create a 3D feel ↑ Using the Brush shape library to find similar rectangular brushes
10a 10b
↑ Using a rectangular brush (number 36) paint in a base color ↑ Use a speckled brush (brush 24) to create a wavy effect
of the sections of the hair, sometimes from top K: 8), but you can use another color set if you
to bottom and sometimes from bottom to top. prefer, such as an American red, white, and blue.
Using the traditional large Round Airbrush with
Whether my strokes are top to bottom or vice Opacity set to 100%, I apply the beige color all
versa, I always keep in mind the spots where the over the costume area and the red over her waist.
light is catching the hair and the effect it has on After that, I come back to brush number 36 with
the painting. This helps me to do the highlights the Opacity varying between 50% and 70% to
in a more realistic way to simulate the waves. mark the details and wrinkles on the costume.
To obtain those results I use another brush I create the wrinkles by combining the pressure
(number 24 with Opacity set to 90%), combining on the digital pen and the variation of the
my strokes with the pressure I apply on my roundness diameter of the brush. Of course,
digital pen. That combination between the soft the darker and lighter areas of the wrinkles
pressure on the digital pen and the opacity in the are made by matching the direction of the
brush is essential to achieve the result I want. light source on the overalls’ material.
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Chapter 03 | Pin-up Girls
Pro Tip
on the helmet by using the Round Airbrush, because of that the light reflection is a little
Opacity set to 100% (bigger size is better). different than on the traditional glass.
Thumbnails for design
Once we have the helmet’s base area all I paint it in a separate layer (above the Thumbnailing is important for
covered, I choose the spots where there are helmet’s layer) with the Soft Round Airbrush conceptualizing. When you design from
highlights and shadows according to the and Opacity set to 20% (remember that it a reference (especially something out of
main light source. I achieve these by applying is a transparent material) using a white, your comfort zone), make several versions
a lighter tone of red for lights and a darker bluish color (C: 36; M: 21; Y: 6; K: 0). before you settle for one. Gather as much
tone of red for shadows, using the same reference as you can and become familiar
Soft Round Airbrush (Opacity set to 50%). In another new layer (above the tear-off shield with it; chances are your first few sketches
layer), I paint the light reflection on the tear-off probably won’t get the style quite right. So
After that, I switch to the number 36 brush shield by using the Soft Round Airbrush with start copying first and little by little you’ll
(and set the Opacity to 50%) to create some the Opacity set to 40% and use an almost white come up with your own designs and ideas.
more details, such as the grooves for the tone (C: 6; M: 5; Y: 4; K: 0) on the areas where I
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Pin-up Girls | Craft an army girl
In this tutorial, I will show you the illustration After accumulating a good number of
and digital painting process for creating a pin-up connections between ideas, I start to sketch
figure with a tank/army theme using Photoshop. them out in a very loose form. However, in
It will cover the steps required to paint a the case of a pin-up illustration such as this,
finished illustration all the way from concept I skip straight to the thumbnails where I can
to completion. I will use a Wacom Cintiq 24HD. manipulate ideas while focusing on the figure
within the control of a closed composition.
In addition to showing you how I do each
step, I also aim to show you why. One of the
greatest challenges of an illustration is not to
paint a pretty picture but to convey an idea
as well, even when the image focuses on a
figure for the sake of the figure. Combined with
both focuses, I believe this is a great method
for producing a successful illustration.
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Craft an army girl
02
03
↑ Four different thumbnails sketched out in borders made with the Rectangle tool
02: Preparing for thumbnails 03: Creating thumbnails After some feedback, I settle on the most
For thumbnails, I recommend working with Now sketch those ideas! Each idea should dynamic of the thumbnails (the third thumbnail)
one side at a minimum of 2000 pixels so you be significantly different from another. For and head out to nail down all the intricacies
don’t feel confined, and provide thumbnail my thumbnails, I want to show the concepts I feel will be important to the final image.
borders using the Rectangle tool so you I discovered in step 01: liberty, confidence,
can define an exact ratio if desired. domination, caterpillar tracks, cannons, and
some obvious concepts such as the military.
Use any brush that mimics the feel of a
pencil. Note that for this tutorial, you only No damsels in distress for this army badass! I’m
really need a few brushes: a Soft Round brush ultimately aiming for my pin-up to be a strong
(75% minimum diameter), a rectangular woman with boots, tank-appropriate gear,
brush with some texture to it, and then and to resemble the same power of her tank
something to sketch with. Optionally, you artillery. However, let’s not forget this is a pin-up,
could also include a Spatter brush. a celebration of the figure and its freedom.
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Chapter 03 | Pin-up Girls
06
07
↑ A detailed sketch to be used during the
painting process ↑ A step-by-step description of how to set up line work for color
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Craft an army girl
08
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Chapter 03 | Pin-up Girls
13 14
↑ Showing all the shadows in the scene ↑ Here you can see the highlights added in the image
Pro Tip
than the mid-tones or warmer (unless you
have multiple light sources of different hues).
Color theory is everything
14: Painting highlights Using the concept of temperature when
After all the shadows are done, highlights come choosing colors can really help to bring
next. This is the place where you want to use your your image to life. You should choose
master-like painting control to your advantage; warm shadows and cool highlights or,
whatever is done here is probably not going to get alternatively, cool highlights and warm
covered later. Take time to include elements such shadows. Unless you have multiple
as texture and pay attention to how saturated light sources of different hues, this
your highlights are. While your color choices for rule will help you to make a lot of good 15
an area always depend on the surrounding color, choices when it comes to color.
↑ Adding those little finishing touches to the image
be careful here when deciding what tint to use.
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Pin-up Girls | Render a steampunk character
In this tutorial I will guide you through my There are certain materials such as leather,
process of creating a steampunk pin-up, from gold, and other metals that are featured in this
sketch to final piece. I’ll explain how to choose style and can be easily adapted to a pin-up
the best pose and lighting, how to design the outfit. In order to make it look very pin-up-
outfit, and how to create textures with brushes like, we have to watch out for those typical
and other tools. We’ll also look at picking a poses and attitudes. Steampunk props are
palette and finding a good composition. important to help conjure up images of the
industrialized era of the 19th century. I’ll cover
First, we need to understand how the a few of them in this tutorial, including a hat,
steampunk style can be applied to a pin-up. goggles, buckles, corset, and pocket watch.
Renée Chio
Animator & Illustrator
↑ Reference images for research
Software used: Photoshop
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Render a steampunk character
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Chapter 03 | Pin-up Girls
Pro Tip
another layer) in areas where the light can’t brush set to Color mode on the edge between
reach – this will automatically darken areas light and shadow to make it look more lively.
Understanding textures that won’t draw the attention from the face. I then repeat the same process with a yellow
When I come across a texture I haven’t tone on the light. I blend the colors using a Hard
painted before, I take my time to analyze 04: The pin-up face brush at 30% Opacity to get soft gradients. To
the colors, tones, highlights, and surface, Classical pin-up faces have a very particular help it stand out a little more, I make some
because those are the basic properties style. They usually have candid expressions, color adjustments and then desaturate the lit
that will determine whether it’s a big doe eyes, and red lips. It’s also the focal side with the Sponge tool set to Desaturate.
translucent, reflecting, soft, rough, or point of this type of illustration, so it has to
opaque material. Then I try to figure out draw the attention of the viewer instantly. For 05: Making pretty hair
mentally how I can achieve that look this reason I tend to polish the face a lot more When I do the sketch and the base tones, I define
using Photoshop. I’d suggest playing than the rest of the composition. Once I have the hair locks with lines and shadow, wrapping
around with all the tools, changing the the base tones and the lighting figured out, I them around each other to make it look curly. I
settings, and finding out what they’re paint with a saturated orange tone using a Soft vary the size of the locks so that they feel more
good for or what you can do with them.
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Render a steampunk character
Single
hairs
Smudge
Highlight
Overlay 05
↑ The brush I use to make the single hairs is no larger than 3 pixels
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Chapter 03 | Pin-up Girls
Blend
Blend
Blend
Burn tool Blend More Burn tool
Erase
Erase
Smudge tool 07
07: Making leather materials reddish tones. Then with the Brush tool and the side to side with the Smudge tool and a small
Brown leather has reddish tones which we can same custom brush, I pick colors from the new brush, then erase the sides with a Soft brush.
create with the Burn tool set to 5% Exposure tones I just created and blend them together and
and with Range set to Shadows. I make random burn it some more. The highlight on this kind of I repeat the same process with the hat,
strokes over the corset material with my custom material is white and soft, so using a Hard brush I although I use the Hard brush since
brush. I burn it just enough to bring out some make two strokes across it, smudge it a little from it’s an object closer to the face.
Dodge tool
08a
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Render a steampunk character
Soft brushstroke Hard eraser Finally, I paint the lights on the glasses, on
09 a layer on top using white and a Soft brush.
I make a single stroke on each one and
↑ I don't use the Dodge tool this time because the goggles are an important part of the outfit, not just acting as accents
then erase the top with a Hard brush.
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10
Hard Light at 100% Hard Light at 25%
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Pin-up Girls | Illustrate a vintage-style girl
I love pin-ups; they are one of my favorite The solution I found is to bring these innocent
subjects to draw and paint. They are light, girls up to modern times, where we have
beautiful, and most of the time flashing a big different technology, fashion, and beauty
and red-lipped smile. Through the decades, standards. So, instead of a record player, she
a variety of artists have portrayed these can use her phone to listen to music – how
girls in so many different ways. Al Buell, Earl amazing would it be to the girls from the 1950s!
Moran, and Gil Elvgren (my favorite pin-up
artist) have mastered the pin-up style so well When we have steps for the image, we can
that it becomes harder and harder to achieve see the progress better, making it easier
your own interpretation and style of the to continue the illustration. As we start
subject without rehashing the same ideas. working as professionals (in publicity,
Caroline Gariba
Freelance Illustrator
↑ Sketches and a painting of my take on the vintage-style pin-up in modern times
Software used: Photoshop
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Illustrate a vintage-style girl
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04: Corrections
As I’m at the beginning of the illustration I
do all the necessary corrections now. At this
moment I like to use photos as references
because they help me to quickly understand
something that might be out of place. Remember,
you are not cheating by using references –
use them as you want and in your favor.
03
A very good tip to help you verify if everything
↑ The cyan lines are the concave areas and the magenta lines are the convex
is in its correct place in the image is to flip
Pro Tip
Don’t be afraid of reference images
The successful way of using reference
photos isn’t to achieve a painting as
close as possible to the reference, it’s
to get your own interpretation of it. If
you look for sketches of great masters,
such as Gil Elvgren or J.C. Leyendecker,
you’ll find many interpretations of the
same idea, various hand/head poses,
line actions, even color palette studies.
They try to reach the most harmonious
way to show an idea, even if it means
the final image ends up further from
04
looking like the reference photo.
↑ Some local adjustments on the face of the pin-up
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Illustrate a vintage-style girl
05
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Chapter 03 | Pin-up Girls
08
07 09
↑ 1: Selected layers; 2: group of layers; 3: backup group and illustration group ↑ Add cuter elements to bring contrast against the tattoos
07: Have a backup plan detail you want. Texture brushes are allowed now done. If they work, go ahead! If they don’t, just
Before I continue, I create a backup group. – they will make your painting richer and give delete the layer and continue having fun.
Having a backup is an excellent time saver and it an organic aspect. For you to be sure that the
can really save you sometimes, in case you don’t values are still correct while you paint, go to the 10: Finish with post-production
like something. Hold Shift and select all of your Layers panel at the bottom and go to Adjustment Here I repeat step 7 before continuing. With the
layers. Then use Ctrl+G to group them. If you Layer > Black & White. Turn it on sometimes illustration almost finished, it’s post-production
double-click the group name you can edit it. to check if everything is in the correct place. time: adding textures and color correction. At
Now, select the group, use Ctrl+J to duplicate the bottom of the Layer panel, go to Adjustment
it, and voilà! You have a backup group saved 09: Adding new elements Layer and choose Color Balance. With this layer
and a new one to continue working with. New ideas might come in the middle of the you can make some shadow, mid-tone, and
process; there is nothing wrong with that, highlight corrections. Next, go to Filter > Noise
08: Starting to polish unless it compromises your composition. In > Add Noise, set it at about 7%, and choose the
With the main colors defined, it’s time to add the this case, I add new elements (such as a cute Uniform option. Beyond the texture, the noise
reflected light, better define the shadows and cat) in a new layer, so I can test if they will helps to unite all the elements of the illustration,
add hair strands, freckles, eyelashes, and every really work, without ruining what was already putting everything in the same atmosphere.
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Pin-up Girls | Render a WW2 girl
The subject of this tutorial is a pin-up girl in 01: Researching and thumbnails
the style of the amazing Land Girls from World After doing a bit of research on WW2 Land Girls,
War 2. I’ll focus mainly on the character; I I scribble down a few ideas, focusing on the
think it is a good idea in this case to make a general shape of the character. I quickly use a
simple background so as not to distract from basic gray color to make the silhouette stand out
her. I will also exaggerate the character’s more, so I can figure out the composition better.
curves. The processes I will explain here will
be quite simple and straightforward. The most 02: Refining the sketch
important part of this project, I think, is that Once I decide which rough is better, I rework it
you are having fun doing something you enjoy! at a bigger resolution. I focus a little bit more
Sabrina Miramon 01
Freelance Illustrator
↑ Quick research and idea generation
Software used: Photoshop
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Render a WW2 girl
05: Shading
I start focusing on the lighting and shading by
blending the colors. I focus on an overall light
and shadow pass. To achieve the appearance
of smoother blending, use a low-opacity brush.
I do this until I get a decent color base.
Pro Tip
Save often
Technology isn’t always reliable,
so save often and save different
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Chapter 03 | Pin-up Girls
07
Pro Tip
Flip your image
By flipping your image (Image > Image
Rotation > Flip Canvas Horizontal) you
can always spot mistakes and things
that are a little off. It’s an easy way
08
to find out what needs correcting.
↑ Painting the shape of the hair and adding details
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Render a WW2 girl
10
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Chapter 03 | Pin-up Girls
11b
11a
↑ Framing the face with thicker stands of hair
↑ Cleaning up and refining the image
“I paint in some more details feel, and a pattern to the bandana. For these
to give the picture a little bit sharp details I use a small Hard brush, which I
of life, such as a flash of pure also use to hint at the seams on the jumpsuit.
white in the eyes”
12: Rim light, final
11: Tweaks, fixes and final details adjustments, and effects
At this point I start to clean the whole picture I pick a bright tone, which is close to the
by removing the messy areas such as the background color, and add some highlights
sketch underneath (image 11a). I also add a few around the edge of the character indicating
elements and finish the hairstyle by painting in a warm light coming from behind. This also
thicker strands of hair to frame her face (image helps to make her stand out more from the
11b). I paint in some more details to give the background. I’m pleased with the overall look
picture a little bit of life, such as a flash of pure of the picture, but I think it’s a little bit too 12
white in the eyes, specular highlights on the saturated. I go to Layer > New Adjustment
belt buckle to indicate the shine of the metal, Layer > Color Balance and tweak the sliders ↑ Rim lights help to make the character stand out more
from the background
some highlights on the lips to give a glossy until I get something that works well for me.
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Pin-up Girls | Paint a stylized scientist
In this tutorial, I will show you how to create a 01: Sketching and concept
pin-up style female character. I will emphasize At this stage we are searching for our character.
the sensuality of this pin-up through the You can use references to find your pose. I haven’t
character’s pose, the facial expression, and the here, as I like to work without direct references
shades used. In this case the character is a Lab whenever I can. I build a basic structure seeking
Assistant. I will use standard Photoshop brushes out the proportions, without worrying too
and blending layers to create the image. much about the quality of the drawing.
Rafa ArSen
Graphic Designer & Illustrator
↑ I will be using standard Photoshop brushes
Software used: Photoshop
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01
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Paint a stylized scientist
05
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06
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Paint a stylized scientist
08
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10
138
Speed Painting
Techniques
Whether you’re a professional artist or just committing to a long rendering process. In
enjoy digital painting as a hobby, speed this section we’ll be covering 30-minute speed
painting is a great way to create studies, jot painting techniques that encourage you to
down ideas, and practice your skills with look at the bigger picture, be efficient, and
composition, color, and texture without work on your images in a more holistic way.
Speed Painting Techniques | Establish effective atmospheres
Speed-painting is a useful tool to find a mood or gray. Now that I feel better I create a new layer
shot for an illustration; it’s also a powerful tool and start to sketch my main elements with
to speed up your productivity. The time set for a thin black brush. I read the topic one more
this image is around 30 minutes and the topic time and my first idea is to put the creature
is “A hairy creature observes a snowboarder on a road (or something similar) looking at a
in the rain.” I used to paint warm and sunny billboard with a snowboard advertisement.
environments so when I saw the topic I thought
it would be a good opportunity to train myself 02: Adding a first lighting direction
to paint something different, with an unusual These two first steps have to be very quick –
color palette, to break out of my comfort zone. around two or three minutes. For me, having a
solid visual culture is really important in order
First I will rough out my main idea on a small to be efficient in choosing a lighting direction.
canvas. Then I will block in the composition with I spend most of my free time studying several
big flat shapes and try to find a good balance types of images and because the internet is full
between details and abstractions. Along the of good things, these images can be stills from a
way I will give you some tips to help you to movie, photographs, or old masters’ paintings.
increase your productivity and save time.
Here I decide to choose an overcast lighting
01: Sketching your idea setup in order to have something smooth
I create a new document with a small size and neutral. I zoom out to 50% and start to
(about 800 x 500 pixels). This will be a piece of block in the lighting and the first composition
Florian Aupetit paper where I will sketch my concept. White with big flat shapes. Due to the fog from the
Art Director & 3D Generalist backgrounds tend to disturb me a little bit, so I rain, I use dark values for my foreground
Software used: Photoshop immediately fill my document with a medium and the lighter ones for the background.
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Establish effective atmospheres
01 02
↑ In the foundation sketch, the composition or lighting isn’t important ↑ This thumbnail step is essential in the process; if you don’t like it, return to step 01
04: Starting with the sky ↑ Work on your composition to tell a story through your painting
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Chapter 04 | Speed Painting Techniques
05 06 07
↑ The biggest shapes are the trees ↑ Utilizing the Lasso tool will speed up your process ↑ Add props to your painting to add to the story
“The two most important the road in the far distance because I know the I create a layer at the top of this group to add
things to always keep in mind fog and some props will mask a large part of it. the lights’ glow and the scattering of the light
when you are painting are the through the fog in the background. To do that
values and the edges” 07: Creating the props I use a big Soft brush with the color of the
I start with the billboard because it’s one element I choose to enhance with this light.
05: Working on the biggest shapes of my main elements. Due to the time
Painting trees is a thing I have always liked restraints it will be very basic, so I use vector 08: Rain and reflections
because you can shape them as you want and shapes for the two snowboarders and I type I won’t paint the rain by hand because of the time
they can support a high level of abstraction. the title “SKI SCHOOL 50 KM”. Maybe the limit, so I use the “usual” noise tricks. I create a
Usually I don’t paint details in my speed ski station is at the top of the mountains new layer and I fill it with pure black. I apply a
paintings; if I just want to have the feeling of a in the distance, which for me is another noise filter with an amount of 400%. Then I blur
tree, it doesn’t matter if the tree doesn’t have component of the story behind the painting. it by going to Filter > Blur > Gaussian Blur and
branches or leaves. If you can convince someone choose a radius of 0.5 pixels. To see the effect
that this big shape is a tree it means that you have I distort the reflection of the billboard on of the rain I switch my layer to Screen mode.
more time to spend painting on other elements. the ground with hard curves because the Now I can add the rain direction, so I apply a
water is not equally distributed on the road. Motion Blur filter with a distance of 35 pixels.
The two most important things to always keep Then I add the streetlights in the foreground
in mind when you’re painting are the values and then more roughly in the background When the water drops fall through the light of the
and the edges. Sometimes you have to keep and on the mountain. Finally I add two cars streetlights or in front of the billboard they will
a contrast between two shapes with hard in order to add more life on the road. be lighter, so I create a Levels adjustment layer
edges and sometimes with blurry edges; you
have to find the right balance. I choose a dark
desaturated green for my foreground and a light
desaturated blue for the trees lost in the fog. I try
to keep the hard edges in my foreground trees.
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Establish effective atmospheres
09 10
↑ Don’t spend long on the character design; use your time to work on the integration ↑ Use the adjustment layers to add more depth to your image
and clip it on my rain layer. I increase the black Another thing I like to use is the Camera Raw filter Voilà! Now you know my speed-painting
input level and decrease the whites – now my rain (only available with Photoshop CC). With this I process. As I said before, I focus less on details
is brighter. I fill the layer mask of the adjustment can quickly change Exposure, White Balance, and try to paint a global feeling. Practice
layer with black and paint the lit section of Sharpen, and so on. A good way to save your time speed painting techniques every day. This is a
the painting with a big white Soft brush. is to save presets of these settings! The last thing great tool to help speed up your productivity,
I do is to add a layer with noise at the top of my so keep working and don’t forget to set up a
09: Adding the creature layer stack as it will unify the whole painting. narrative and tell stories with your paintings!
I’m more comfortable with landscape or
Pro Tip
inanimate objects, so I tend to paint the character
at the end of my process. At this point the allotted
time is almost over so I choose a basic design for Change menu colors in Photoshop
the creature: just a red or orange hairball, a warm We lose a lot of time navigating through change the menu colors to increase your
color to contrast with the bluish environment. menus or looking for a filter. An efficient speed and productivity. Go to Edit > Menus…
method is to memorize the shortcut but to customize menus that you use frequently,
I use a brush with scattering to quickly most of the filters don’t have a predefined such as filters, image transformations, or
achieve the shape of the creature. It’s a shortcut. To help with that, Photoshop has view options, in order to make them stand
kind of strange dog and has probably been an interesting option that allows you to out so you can find them more quickly.
walking a long time in the rain, so I add dirt
and mud to his legs and at the bottom of his
fur. I also add little specular reflection points
due to the water that flows over his fur.
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Speed Painting Techniques | Create a narrative illustration
In this tutorial I’ll share some principles that time. My working zone lies in the WASD-keys
can help make a picture look cool. I’ll tell you area. Hotkeys also help to free up workspace
about a few techniques and software features, and make more room for the canvas.
although this image doesn’t rely on them. The
understanding of technical issues comes with I have blocks with Layers, Brush Settings,
experience; therefore here I’ll talk about the and History hidden. I use the ColdWarm
thought process. You must ask yourself the right Photoshop plug-in to pick up cold and
questions and answer them with your art. warm shades for my color palette.
Shortcuts
Ilya Dykov 01
Freelance 2D Artist
↑ Here you can see how hotkeys are reassigned
Software used: Photoshop
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Create a narrative illustration
04
02 03
↑ Checking the composition and adding elements to lead
↑ The initial sketch ↑ Adding in the base color palette the viewer’s eye around the image
04: Composition
I change my composition slightly, building on
what I sketched in the beginning. I often check
my composition with the Crop tool (referring to
the golden spiral regime). Now I have checked
the composition, I paint the snow/rain in this
spiral shape. To finish the spiral, I put the broken 05
branch at the top of the composition (considering
↑ Check your values and perspective in black and white
that the creature is bigger than the human).
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Speed Painting Techniques | Improve your creativity
Speed painting represents a challenge for steps, I will be showing you my method of
all artists out there who want to make fast working in this focused and fast(er)-paced
artwork in a limited amount of time (in this style of speed painting; you’ll come to see
case, 30 minutes or less). This concept has how simple it is once you get the hang of it.
inspired a lot of artists, both beginners and
professionals, to put their skills to the test 01: Preparation
without going overboard. It’s really fun to Before anything else I do some warm-ups. Artists
have a go at it, and you’d be surprised by are like car engines: if you don’t warm them up
how many talented artists come up with properly, the car will feel sluggish. So before
the most intriguing and ingenious ideas. doing any speed-paintings, I always make some
other really fast practice paintings, from old
You might think that it’s impossible to masters’ works, photographs, or even cinematic
make anything good in that amount of screenshots. Here I work a bit from my memory
time, but in reality, you can do it. Hopefully and paint some random ideas to get me going.
after reading this tutorial you will be
able to do it just like me. Just remember: “A good rule of thumb for
practice makes perfect (and speed painting starting any project is: ‘Don't
is like an extreme form of practice). know it? Research it’”
The theme I work with here is a bit of a 02: Start the timer!
challenge, with three points of interest to cover Now I start drawing the actual subject, trying
Pedro Lopes in one image. The keywords given were a pilot, to get a good grasp of what I’m supposed to
Concept Artist a dragon, and a specific type of scenario (post- draw. A good rule of thumb for starting any
Software used: Photoshop apocalyptic). So how do I do it? In the following project is: “Don’t know it? Research it”. So I’m
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Improve your creativity
03: Background
Next I create a separate layer, making a
square selection that more or less fits the
spacing of my sketch, and then use the Paint
Bucket tool to fill it with a mid-tone blue. I 01
then lock the layer so that I don’t need to
↑ I've been creating a visual library since I was very young, which helps my creativity a lot
clean up any mess further down the line.
02
↑ Don’t worry about making correct shapes, just try to get ideas out of your head as fast as possible
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03 04
↑ Using a Mixer brush setting for painting skies gives really good and fast results ↑ Locking the layer makes it easier to draw details inside the shape created
05 06
↑ Using lots of colors can be tricky, so divide them into lights, shadows, and mid-tones ↑ Keep an eye on where the light is hitting from to make adjustments to the colors
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Improve your creativity
05: Color
With all the layers now locked, I start to add some
color with a flat brush over the shapes in order
to get a better sense of where the light is hitting
from. I’m not afraid to experiment at this stage,
as this is the part where I have most fun. Here I’m
still trying to match what would be the correct
colors for the objects. I’m also thinking about
how the environment would affect those colors.
“Having some hints of light set to Overlay, I work on the areas of interest in detail into the dragon. The clock is ticking,
hitting your objects is a quick the drawing. I detail the dragon’s wings and torso, so I need to be consistent but quick here
way of providing a sense of as well as the buildings and pilot, using both Soft and creating sharp forms is what I need
depth, without just trying to and Hard brushes. I also get rid of much of the to make the image read better.
give a lot of detail” light that’s hitting the debris in the foreground,
keeping it tighter and simpler. Now the image I grab the Lasso tool again and, in a new
07: Points of interest is starting to fit into its proposed themes. layer, I start to add more shapes on top of the
At the moment I’m halfway through the image, dragon’s silhouette. I define the right arm,
so I start to add details by working with the light 08: Detailing the dragon the leg, and the torso orb, using the Dodge
and colors more. Using a square textured brush Now what I really want is to put some tool again to add highlights to the orb. I
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08
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Mythological
Creatures
This section takes us on a whistle-stop tour techniques to bring them to life. Every culture has
around the globe, looking at fascinating lesser- its own creatures, spirits, and undead monsters,
known monsters from the folklore and mythology so why not explore new territories and find fresh
of different countries, and learning the painting inspiration in unfamiliar myths and stories?
Mythological Creatures | Paint a Slavic spirit
When I create a new image, particularly
when working from a brief, I usually start by
blocking in some rough colors and shapes.
The topic I was given for this project was
a Leshy, a spirit from Slavic mythology.
01: Pre-production
I start with some really rough pencil sketches
on paper, kind of like thumbnails. I find that
this is a really good way to get a feeling for the
Markus Lovadina composition, lighting, and character’s pose. 01
Senior Concept Artist My thumbnails are always very loose, but by
↑ Initial pencil sketches
Software used: Photoshop doing this I can to start to get a clear vision
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Paint a Slavic spirit
02: Blocking in
For this image I decide to start with the
background and just paint in some rough color
values with a custom cloud brush. The brush is
set to Opacity mode. This is a good way to set
down the mood and the base color palette.
your image”
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Paint a Slavic spirit
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164
12
Mythological Creatures | Create a Filipino witch
In this tutorial I will create a Mamalarang, a with insects. Although similar, they are different
mythological creature from the Philippines. As to Mangkukulam, who only inflict pain or illness.
a bit of background, she is a witch who uses Mamalarang use a strand of hair from their
insects and spirits to enter the body of any chosen victim and tie it to the bug or worm
person she hates. Mamalarang are ordinary that they will use as a medium, almost like a
human beings who use black magic to torture voodoo doll. When they prick the bug, the victim
and kill their victims by infesting their bodies immediately experiences the intended effect.
Andrei Peruvkhin 01
Concept Artist & Illustrator
↑ Initial sketches
Software used: Photoshop
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Create a Filipino witch
↑ Developing the composition in black and white helps ↑ Classic rules of composition including the golden ↑ Adding the first layer of color to the painting – I use a
you focus on the form section and rule of thirds turquoise color
01: References and initial sketches a Curves adjustment layer to make sure I am I then add highlights to the witch as
Before I start this image I do an internet search for happy with the base before I add more color. well as adding different hues to her
Filipino clothing to help inspire me throughout Using Overlay, Soft Light, and Multiply layers I in order to help separate her from the
the painting of this character. With my references add color and create the impression of depth. background (see image 03b below).
next to me, I paint a few fast sketches to
help me choose a pose for the witch and to
position her on the page as the focal point.
02: Composition
I go on to develop the composition of my
selected sketch and add some of the basic
details. Working just in black and white at this
point, I start to develop the main character and
the background. It’s easier to work in black and
white at this stage because it helps you focus
on the form rather than the colors (image 02a).
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Chapter 05 | Mythological Creatures
06: Refining
Once I am happy with the witch I turn my
attention to the background and start to add
some detail and texture. In a separate layer on top
set to Normal mode, I add some highlights to the
witch to integrate her into the scene. Then, using
an Overlay layer on top of the image, I start to
emphasize the colors that I want to look stronger.
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Mythological Creatures | Master the Greek Charybdis
In Greek mythology, Charybdis or Kharybdis could manifest physically or maybe as a mood
was once a beautiful naiad and the daughter or emotion – for example, sadness at her lost
of Poseidon and Gaia. She took the form beauty or anger at her transformation.
of a huge bladder-like creature whose face
was all mouth and whose arms and legs Poseidon and Gaia are significant figures
were flippers. She swallowed huge amounts in Greek mythology. Though Charybdis is
of water three times a day before belching more obscure, her parentage would suggest
them back out again, creating whirlpools. a powerful character. “A huge bladder”
does not immediately suggest a particularly
This brief provides some background for the interesting creature. A giant balloon with
creature, a partial description of her physical fins stuck to it would be a very lazy design,
characteristics, and explains what she does so care must be taken to avoid this route.
without giving unnecessary detail. Everything
needed for a solid design is there, but there’s Some indication of whirlpools and Charybdis
plenty of room to be creative and have fun. belching or swallowing water should be
seen in the finished illustration. This poses a
Before picking up a pen or pencil, it’s possible problem as large amounts of water
a good idea to take a little time and entering or leaving the creature’s mouth
dissect the brief. Identify the different could obscure large parts of her body.
elements provided and how they might
impact on the design of the creature. 01: Getting started
Matt Dixon Naiads are graceful and beautiful water The first step in any design is always to find
Freelance Illustrator & Concept Artist nymphs. Perhaps some aspect of this past a starting point. Choosing where to begin
Software used: Photoshop form could be evident in the final design; this and why will set the tone of the entire design
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Master the Greek Charybdis
01a 01b
↑ Starting with the concept of a naiad ↑ Developing the bladder-like creature attributes
process. The key visual attribute of Charybdis Narrative elements, however subtle their Initially I’m just concerned with principle shapes
seems to be the idea of her being a huge manifestation in the final design, are always fun and establishing an overall form that is pleasing
bladder-like creature so this will need to be to explore and tend to suggest greater depth to the eye, while satisfying the requirements of a
obvious in the final rendering. It seems that in a design than visual cues alone. They also bladder, flippers, and a face which is all mouth.
there are two ways to approach the design: help an artist to connect with their creation
either to start with a bladder-like shape and as a living thing rather than a collection of 2D First sketches should be quick and loose. A
try to add design elements or to use other shapes. With this in mind, I begin my design speedy exploration of ideas is more important
elements of her description as a starting point of Charybdis with a rough sketch of how she than detail at this stage. Consider how the
and try to develop the design from there. may have appeared as a naiad (image 01a). transformation to sea beast may have occurred.
Did her legs fuse together into a tail? Which part
Though some kind of bloated beast is inevitable, “This evolutionary approach of her body grew to become bladder-like?
I’m concerned that using the bladder shape as a to design will generally spark
starting point will limit design choices and result more interesting thoughts Analyze the first sketches. Even if the designs are
in an uninteresting creation. Beginning at some than leaping straight broadly similar, one or two will usually feel more
other point and finding a way towards a final towards the end result and, successful than others when viewed side-by-side.
design forces intelligent and deliberate choices, in my opinion, is much more Try to understand why a design is appealing as
which tend to give more depth to a concept. This enjoyable!” you choose which to develop further, as those
seems the more appropriate choice in this case. aspects should be built upon in the final image.
Using this image as a starting point, I can start
To me, the most appealing element of to consider how she may have changed into the Rough sketch C in image 01b is my choice to work
the description of Charybdis is that she creature described in the brief. I can explore up. I feel that it has the best balance between
was once a naiad. This sharp contrast to different ideas by mutating her humanoid the bladder-like shape and humanoid elements.
her current form is interesting, and the body. This evolutionary approach to design The suggestion of shoulders and the indication
transformation from beauty to beast seems will generally spark more interesting thoughts of an upper torso above the bladder are familiar
an important part of the creature’s story than leaping straight towards the end result anatomical elements that help to make the
and possibly suggests her personality. and, in my opinion, is much more enjoyable! connection between this creature and a naiad.
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Chapter 05 | Mythological Creatures
02 03a
↑ I imagine an aquatic creature as I develop the concept further ↑ Sketching the basic composition
02: Development
Now the rough sketch can be worked up to
add definition and details. Again, keep things
free and fluid. Try to justify all decisions and
keep shapes consistent so the design has a
consistent flow. Choose a neutral pose for
this stage of the process: a clear view of your
creation makes it much easier to concentrate
on the design without the distraction of
foreshortened limbs or obscured body parts.
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Master the Greek Charybdis
back to the brief and first thoughts to consider 04: Adding initial values will help to suggest that the maelstrom
how she should be portrayed. Are any elements Next, consider values. Here is where the lighting before her is in fact her work and not just
of the brief not clearly shown in her design that and mood is set up. What atmosphere suits your coincidental stormy weather (image 04a).
could be emphasized in the finished illustration? creation best? Moody? Sinister? Melancholy?
In my final image, I want to establish Charybdis I want my final piece to be dramatic. To quickly lay in values, I place the sketch on
as the huge beast described in the brief. a new layer set to Multiply and work with a
Including objects to act as a scale reference A night sky should provide a good background large brush on the layer below. Once a rough
is the best way to do this. A vessel teetering for Charybdis, whose horrible bulk will be pattern of values is established, I flatten the
on the lip of a whirlpool seems a good choice strongly illuminated against a crashing sea image and work into it to add detail (image
as it will add a sense of drama and peril in and tumbling rocks. Keeping the sky clear 04b). Charybdis is now ready for color!
addition to showing the size of the creature.
04a 04b
↑ I keep the sky clear to show that she is causing the storm ↑ I add further detail once a rough pattern of values is set and the image is flattened
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Chapter 05 | Mythological Creatures
05 06a 06b
↑ Adding basic colors ↑ I color-pick from within the image ↑ Using details to reinforce scale
05: Basic colors pull the viewer’s attention towards her head,
Think about the mood and lighting you have while small details on the ship help it stand out
chosen for your final image. What color scheme better against the swirling sea (image 06b).
suits this best? I have chosen a cool color
scheme of blues and greens. These colors are Subtle secondary light from an unseen moon helps
traditionally associated with the ocean and make Charybdis stand out from the background.
should support the nocturnal setting well too. The raging sea is created with a combination of
Some complementary orange hues will also be deliberate marks and custom brushes made from
included to add interest. I’ll also use a unique a simple scanned paint splatter. Carefully placed,
accent color to draw attention to the sinking ship. these splatter shapes are a quick and effective
way to add energy to the water (image 06c).
I block in a simple color scheme the same
way as I lay in basic values. The value sketch Some final detailing and the addition of some
is placed on a layer set to Multiply and I work stronger highlights completes the illustration. 06c
beneath with a broad brush and opaque color. I look back at the brief to see how it compares
↑ Adding energy to the water with custom brushes
At this stage, different portions of the image with the finished image. Every piece of work is an
can be colored on separate layers so that opportunity to learn, so this is a good opportunity
adjustments may easily be made if necessary. to be critical of your work. What works? What taken an alternative route. I guess the only
doesn’t? What could have been done differently? way to find out is to go back and do it again!
06: Rendering and final touches
Once basic colors are in place, the image is I’m satisfied with my final illustration. It has
flattened; rendering can begin. I color-pick from drama, I think the sense of scale is effective, and Pro Tip
within the image, working mostly from dark to I’m pleased with the idea of a clear sky to show Look at the image as a whole
light within the set pattern of values. I try to ensure that the raging sea is the work of Charybdis. At all stages of the painting, I work with the
the form and shape of everything in the image is The creature design is consistent with the full image in view so I can see how working
well established before I move on (image 06a). brief and I think there’s just enough human in one part of the piece may affect another.
anatomy in evidence to be able to imagine Working up the image as a whole, rather
Details are next. Charybdis is huge so small Charybdis as a raging leviathan or a tortured soul than tackling portions separately, is a good
details will help to establish the size of her body bellowing with frustration at being trapped in way to help retain the balance established
without breaking up the large, simple shapes her hideously transformed body. I’d be curious in the early compositional sketches.
that give her bulk and weight. Teeth help to to know how different it would have been if I’d
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Mythological Creatures | Craft a Chinese monster
I have never heard of the Chinese creature 01: Sketches and ideas
the Jiang Shi before and only have the I start off by deciding that a focused light
brief as a reference, which states it is a source will create a darker and more
vampire-zombie-like monster. I paint this dramatic tone to my illustration.
image using my imagination and iconic
Chinese designs as my only references. As I mentioned, this is a Chinese vampire so I
decide to add a reference to Chinese horoscopes
My goal is to avoid making the beautifully and year of the rabbit by planning to paint
bright vampires you often find in teen my vampire killing a sweet, white bunny.
films and instead make a horrible
zombie/vampire creature. I also want to With all these crazy concepts in mind,
emphasize the narrative in the image. I draw some sketches to get a general
idea about the composition, lighting,
I want to create an image from the first- narrative, and so on of the image.
person viewpoint, kind of like what we
often see in horror movies or in horror- “The spotlight will be an
based computer games. What would you important part of this concept,
do if you were in a dark place with your but it also raises a big problem”
flashlight looking for something and
suddenly you rotate and point it a horrible 02: Lighting
creature mutilating a cute, white bunny? Before I start the illustration I have to choose
Christopher Peters and study my lighting. The spotlight will be
2D Artist I think this idea sounds interesting so an important part of this concept, but it also
Software used: Photoshop this is what I base my image on. raises a big problem for me as I don’t often
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Craft a Chinese monster
01
↑ Initial sketches
02a
02b 03
↑ Trying to understand how the light should be dispersed ↑ Starting my final design once the composition and lighting are decided
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Chapter 05 | Mythological Creatures
04
05
05: Contrast
Contrast should never be underestimated in art.
As I have already said there will be a contrast
between the saturated and desaturated colors,
but to make things interesting you should 07a
also consider the characters involved and how
↑ Comparing materials to find the best one for the character
you portray their nature. For example, the
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Craft a Chinese monster
09b 09c
↑ Adding atmospheric effects in front of the torch ↑ Adding more sub-surface scattering on the hands
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Chapter 05 | Mythological Creatures
10: Background
For the background I create some patterns
based on Chinese architecture (image 10a). I
place these patterns in Overlay mode over the
background using references to make it look
authentic and believable. I rotate these patterns
according to the referenced geometry to put
them in their appropriate places (image 10b).
12: Adjustments
I then go on to adjust the colors of the image
using adjustment layers such as Color Balance
and Levels. I tune up the small details with
small brushes and finally add some extra
details such as posters, a Qing dynasty- 10b
style tasseled hat, and more blood. You can
↑ Adding the architectural pattern to the image
see the final image on the next page.
11
180
12
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Matte Painting
Techniques
So many of film’s iconic landscapes and scenes way. Older matte paintings were painstakingly
wouldn’t exist without matte painting. This created on plates of glass, but this section
VFX technique is used to expand on a set or will teach you about the modern process,
scenery, creating a shot that would have been which incorporates digital painting, photo
impossible for a filmmaker to realize any other compositing, and the integration of 3D objects.
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184
Create a simple set extension
↑ Analysis of the lighting direction ↑ Analysis of perspective elements ↑ Selection of the items to be removed
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Chapter 06 | Matte Painting Techniques
03a 03b
↑ Using the Brush tool to paint the white and black zones ↑ Press the little circle at the bottom of the panel to create a selection on the white zone
“I select the entire area of Next I make my selection by pressing the cables and electricity poles by first selecting
cables and create a high Load channel as selection tool (image 03b). my second layer (“Cables”) in the Layer panel.
contrast between the sky and I then go back to the Layers panel (click the Then I go back into the Channels panel and
the cables using the Curves” main scene layer) and press the Delete key duplicate the “blue” channel again. Using the
to erase the sky and cables (image 03c). Lasso tool, I select the entire area of cables and
03: Light and dark create a high contrast between the sky and the
To finalize a perfect contrast between light and 04: Isolating the details cables using the Curves panel, the same action
dark, I use my Brush tool (preferably a Hard Now I’d like to get the cables and electricity as we did before in step 02 (image 04a). Once
brush) to paint all the bottom of the picture black. poles back in the scene. I start by isolating the I have defined the best contrast, I deselect.
Then I erase all the cables from my scene with
white (just paint over the cables and electricity
poles to make them disappear; image 03a).
03c 04a
↑ The scene without sky and cables ↑ Using the Lasso tool to select the cables and electricity poles
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Create a simple set extension
04c
↑ Using the Dodge and Burn tools to separate the cables and strengthen them
04d
↑ Press the little circle at the bottom of the Channels panel to create a selection around the cables
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Chapter 06 | Matte Painting Techniques
05
“I put the duplicated piece of 06: Adding the new sky on the layer ‒ Edit > Transform > Warp ‒ to get
roof over the lens flare effect As I have finished cleaning the scene, I will now a better composition of the sky in the scene).
and adjust the size of it in order add the new sky. I import an image named
to make it line up” sky.jpg (downloaded from www.cgtextures. 07: Extension and depth
com) and place it below all the layers. I adjust It’s time for the main point of our work:
05: Changing and the position in order to have the sun of the new the extension of this scene. The purpose
cleaning the canvas sky in the right direction (use the Warp effect is to add more depth to the street.
Now I have two layers ‒ one with my houses and
roofs without the sky, and another one with the
cables and electricity poles only. At this point I
need to do a first cleaning pass of the scene.
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Create a simple set extension
07b
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Chapter 06 | Matte Painting Techniques
08: Add the background the elements of the layer are now selected. I
In order to do a creative matte painting, I contract my selection then I feather it (image
import two mountain images to use for the 09a). Now I invert my selection by right-clicking
background. I place them in the background on the selection and choosing Select Inverse or
layer (behind the roofs and house). I resize using the shortcut Shift+Ctrl+I). When it’s done
them and use the Warp effect to give I use my Eraser tool to erase the “dirty” edge. I
them a satisfactory form (image 08a). do this everywhere it’s needed and repeat this
process for the other “houses and roofs” layers.
The “mountain background 2” layer should be
below the “mountain background 1” layer in For the cables (in case they are too light or
order to have a good composition and a good thin), I select the layer they are on and press the
impression of depth. To finalize the scene, I little checkerboard (Lock Transparent Pixels)
flip the canvas horizontally to have – in my in the Layers panel. I then paint on the cables
opinion – a better composition (image 08b). with a dark Gradient tool at 10% (image 09b).
08b
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Create a simple set extension
09a
09b
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Chapter 06 | Matte Painting Techniques
09c 10a
↑ Adjust the sky with the Warp effect ↑ Use the Curves panel on the main scene to fit it with the global light and contrasts
I go on the “ATMOSPHERE 1” layer, create a 10: Final touch layer effect in order to warm up the scene ‒ it
selection from the layer below, and paint with I darken the “MAIN SCENE” layer to make it fit gives us a good sunset ambience (image 10b).
the Gradient tool at 10% using an appropriate with the global light (keep in mind that the closer
color. I repeat the process for the “ATMOSPHERE your elements are to the viewer, the darker the I use the Curves layer effect, which helps to
2” and “ATMOSPHERE 3” layers. After that I shadows will be; image 10a). To improve the darken the scene as we are reaching the end
distort the sky with the help of the Warp effect ambience of the scene, you can use several layer of the day. You can see the final matte painting
to fit it correctly with the scene (image 09c). effects. The first I will use is a Color Balance with a simple scene extension on the next page.
10b
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01b
To do this I go to Render Settings > I create an object background that will of the timeline), which I will use to apply
Output and set the same dimensions and appear in my Objects window (to the a texture to my background object. Now I
resolution as the image (image 01a). right) as a kind of layer (image 01b). double-click on my new material in order
to open the Material Editor menu.
Then I add my background as a perspective 02: Texturing the object
reference for the positioning of my future Still in CINEMA 4D, I create a New Material I check the Luminance option and load my
object, which I will create in CINEMA 4D. in the texture’s menu (in the bottom-left texture (Tutorial_matte_painting_Adding_
02a
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↑ Import the main element into the scene ↑ Reposition the object using the manipulation tools
04a
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Integrate a 3D element
05b 05c
↑ Positioning the light in the viewer ↑ Adding the sky for the ambience
In order to create a better atmosphere and 06: Preparing to render Alpha Channel in order to separate my “MECA
make it look more realistic I add an object Now I’ve achieved the right mood for the 3D asset, WHEEL” from the background. Using an
called Physical Sky with the attributes Time I move on to setting up the scene for rendering. Anti-aliasing filter is best. I select Ambient
and Place. I indicate the month and time (July Occlusion > Color > and turn the black
— 20:26:00), which seems to best match the First I indicate where I put the file. For the into gray. Then I add Global Illumination
look and feel of the background (image 05c). final file I specify TIFF (PSD Layers) and check > General > Gamma > 1.6 (image 06a).
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06b 06c
My scene is now ready for an optimum render. selection tool at the bottom of the panel. Then I wheel into the scene. To integrate the element
To make sure the end result will look correct, I go back to the Layers panel (click the main layer), properly I need to create a smooth edge, so
do a Render View in the Render window (image invert the selection, and press the Delete key I select the wheel and contract the selection
06b). If I am satisfied with it, I will launch in order to erase the background (image 07a). by 1 pixel. Then I feather the selection by 0.5
the final render. I click on Render to Picture pixels, invert the selection, and press Delete.
Viewer to create my TIFF file (image 06c). “To integrate the element This helps me to achieve a smoother outline
properly I need to create and edge for the element (image 07b).
07: Adding the element a smooth edge, so I select
Once the 3D rendering is done, I open the TIFF the wheel and contract the 08: Integrating the element
file in Photoshop and select my wheel without selection by 1 pixel” If you want to create an interesting matte
the background. First I unlock the layer, then I painting, you have to give it a background story
go into the channel and select the Alpha layer. I Now I take my matte painting (created in the of what might have happened. The idea for this
make a selection by pressing the Load channel as first tutorial, pages 184–193) and import the matte painting is that a long time ago an alien
07a
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07b
↑ Creating the first basic integration of the element in the matte painting
09: Shadows
08 Once the wheel is integrated into the mountains,
I create a shadow so that the 3D element
↑ Using the Brush tool and layer mask to insert the wheel into the mountain
doesn’t appear as though it is just floating.
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11a
a backup of my layer and work on a copy. I that will take the exact shape of the wheel. Once the texture has been placed correctly, I
go to Adjustments > Color Balance where I The mask is very convenient for the process lower my layer’s Opacity to 70% to reduce its
change the shades between the highlights, because it helps keep the whole picture in intensity. I double-click on the “Tex mountain”
mid-tones, and shadows, to make sure it view, meaning I can move the images inside the layer to open the Layer Style window to move
matches with the surrounding environment. mask in order to find the angle of the texture the gray levels, so that it makes the dark areas
that I like and want to use (image 11a). of the wheel appear from below (image 11b).
“Now I put the vegetation
selection on the wheel. I use
the Warp tool to distort the
selection as I want”
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I take the Eraser tool with the smoky brush shape 12a
to erase areas of the vegetation. The 3D element is
↑ Using a vegetation photo texture
seamlessly integrated into the scene (image 12b).
12b
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Alter the atmosphere
01
02
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Alter the atmosphere
03d 04a
↑ The color settings and changes for the remaining layers ↑ Drag “MAIN SCENE” to the New Layer icon
04: Erasing the sun by using the Hue/Saturation tool (image 04b). will allow me to balance the light and dark
Now that all my items are in the correct hue, I Then I press OK. Finally I decide to add some areas. I therefore create a mask on my layer
want to remove the sunny area on the left-hand contrasting darkness with the Curve tool. (with the layer selected, I click the icon at
side of the foreground image (“MAIN SCENE”). the bottom of the Layers panel as indicated
To do this I create a copy of the “MAIN SCENE” Now I’m going to erase the right side of my in image 04c below) and then paint in the
layer (image 04a). I go into this new layer (“MAIN “MAIN SCENE copy” layer in order to keep only mask using a Soft brush. This will help me to
SCENE copy”) and desaturate and darken it the sunny side that has been darkened. This effectively erase the dark areas (image 04c).
04b 04c
↑ Using Hue/Saturation and Curves to remove the sun area ↑ Softening the dark areas to create balance between light and dark
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05b 05c
↑ Use the Layer Style window to integrate the two images ↑ Erase the unwanted details on the wet floor
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Alter the atmosphere
As soon as I achieve a good integration I click reflection effect. To integrate the reflection in Next I work on the details. I erase some
OK to confirm. Then I take the Eraser tool and the puddles, I use the Layer Style menu again areas of the wheel in order to make it
with a Soft brush erase the parts that appear by double-clicking on the “REFLECTION” layer. appear older. I paint over some of the
too bright and poorly integrated (image 05c). I move the sliders in the Blend If: Gray menu areas on the floor of the foreground to
until the integration works (image 06b). remove what remains of the sunlight.
06: Reflection
Now I want to create a reflection of the 07: Adding a few more details 08: Altering the colors
scene in the puddles. I start by duplicating I want to give the impression that the buildings When I have finished working all the details
the entire scene. A little trick to do this have been abandoned for a while, so I start by into my scene, it’s time to do some color
quickly is Ctrl+A, Ctrl+Shift+C, then Ctrl+B. importing some more photo textures into my corrections on the mountains in the background.
I now have a duplication of my scene. scene. With the Free Transform tool I change the To change the colors, I use the Color Balance
perspective of the material to match with the adjustment layer and I play with the sliders
I flip the image on the new layer vertically perspective of the buildings. Then I set my layer until I am happy. If the colors are too strong I
(image 06a). I select the upper part of the image to Soft Light mode with the purpose of integrating use the Hue/Saturation adjustment to lower
(all the ground area) and delete it to create a the image with the scenery underneath. the saturation and brightness as needed.
07 08
↑ Add texture to the elements and create a few more aged details ↑ Use adjustment layers to alter the image’s colors
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“I take the Gradient tool (at new layers between the foreground, mid- As soon as I achieve the atmospheric mood
10% Opacity) and create a ground, and background where I will create that suits me, I repeat the same action and
gradient (in the same color as my new atmosphere, and merge the masks. process with the two other planes (image 09c).
the sky) several times from the To merge the masks I right-click on the mask
bottom of the mountains” and select Apply Layer Mask (image 09a). In order to improve the foggy mood, I
create a new layer above the mountain
09: Creating the atmosphere Now that everything is in order, I can create layer which contains the wheel. I create a
When all these items are well integrated into the atmosphere for each of the planes. gradient on the entire length of the scene
the scene and my image is almost complete, I from the bottom of the image upwards.
start the final step: setting up the atmospheric I start by selecting the background mountains
ambience. Inspired by Silent Hill, I want to give while staying on my atmosphere layer which To finalize the ambience, I use a smoke brush
my image a “phantomatic” appearance. is above it. I take the Gradient tool (at 10% to create a fog effect in the foreground. Once
Opacity) and create a gradient (in the same I have applied the brush to the area I want,
First I create some order for the layers. I delete color as the sky) several times from the bottom I select and use the Warp tool to distort the
the layers that are no longer needed, create of the mountains upwards (image 09b). area and give it a more dynamic effect (09d).
09a
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09b 09c
↑ Use the Gradient tool to create atmosphere ↑ Repeat the process across the planes
09d
↑ Create a misty ambience with the Gradient tool and a smoke brush
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10a
10b
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Environments
We’ve covered all kinds of characters, forgotten about, and this section of the book
monsters, and vehicles, but what about the will teach you how to create all manner of
surroundings in which your action takes place? settings and scenery using digital techniques,
Crafting environments is a major skill that from fantasy forests and murky swamps to
shouldn’t be relegated to the background and cities being dwarfed by natural disasters.
Environments | Create a tsunami scene
Creating a destruction scene may seem like We will continue with a lighting pass to bring
a challenging task, but there is a certain out the silhouettes of the broken buildings and
recipe and some shortcuts to make the architecture against a dramatic and cloudy
artistic process much easier. In this tutorial sky. Furthermore, the effects, especially
we will take a step-by-step approach in order the effect of the tsunami waves, will be
to understand how to create a powerful studied and integrated into the image. At
and visually appealing tsunami scene. the final stage, we will do some polishing
work to tighten everything together.
There are two keys elements for this scene:
interesting shapes for the destroyed buildings, I’ll explain the required Photoshop tools in
and effects elements, such as the wave, smoke, detail to facilitate the learning process. I will
fire, and debris. These effects are essential in also share with you three very useful digital
portraying this disaster caused by earthquakes, painting tips to give you greater insight into
underwater landslides, or other disturbances. finding artistic solutions for your own image.
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02: Breaking the shapes bend and break the building façades to help and hitting the streets. The bottom parts of the
We can’t use the shapes exactly as they are create the impression of mass destruction. buildings are mostly damaged, while the top
since this is a tsunami scene: the bottom of the parts of the architecture is collapsing but not
building is impacted by the huge waves, resulting This step creates a small challenge as the yet destroyed. To help me create a convincing
in the collapse of the upper part of the building. majority of the references available for a depiction of a tsunami in action, I try to think of
tsunami scene are of the aftermath. I am trying the movies I have seen that deal with the theme
I therefore alter all the building shapes by to create a tsunami scene right in the middle of natural disaster and do my best to mimic
using the Free Transform tool to see how I can of the action, when the waves are coming in the glimpses that I still have in my memory.
02
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03 04
↑ I sketch out a few options to choose from as the first idea is not always the strongest ↑ Integrating photo textures is an integral part of creating a realistic looking concept art
“A horizontal image gives us and at the edge of collapsing. A horizontal image result, but I will continue on to the next step
a larger street view so that I gives us a larger street view so that I can have a in the process because with the texture and
can have a clean vanishing clean vanishing point two-thirds up the canvas, some lighting information, I will be in a better
point two-thirds up the canvas, meeting the compositional rule of thirds. position to tweak my final composition.
meeting the compositional rule
of thirds” After a moment of consideration, I decide to go 04: Studying the original
with the horizontal one. It offers me more empty photo source
03: Composition studies areas where I can play with the water effects. Now I go back to my reference board to see
It is much easier to make interesting what photo textures can be incorporated
compositions with the broken shapes. I try both a I isolate the chosen composition on a brand into my composition. I go through a
horizontal and a vertical canvas to assess which new canvas in order to work on it. I try to create similar process as I did for the first step,
one is more immersive. The vertical images are more depth in the image by subtly tweaking but paying even more attention to the
all dominated by one main building, all fractured the values. I am not entirely happy with the textures instead of the silhouettes.
05
↑ Digital manipulation of photo textures can take time, but the effort will pay off in the end
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Create a tsunami scene
At this point, I feel it necessary to find more “Certain elements, such as the result, which means no high contrast and
texture references for skyscrapers. I go to http:// important buildings, need to be highly saturated color information within
freetextures.3dtotal.com to find tall buildings scaled up a little bit to create a the textures. When the values stay in the
that I can use as a focal point in my image. dramatic feeling” mid-tone range, I will have more flexibility
to tweak the lighting in the later steps.
After researching, I lay down all the textures on 05: Photo manipulation
a big board. Notice how these photos are mostly This step is more technical than artistic. I use I also watch the ratio relationship of the
composed of building façades rather than being all the available Photoshop tools to gain a photo textures – certain elements, such as
silhouette-heavy as in the first step. I simply use better photo integration. The Free Transform the important buildings, need to be scaled
the Lasso tool to cut out the façades that I would tool is the most commonly used one. Press up a little bit to create a dramatic feeling.
like to use later in the photo manipulation stage. Ctrl+T to have faster access to the tool, then Note that this shouldn’t be too exaggerated,
press Ctrl while dragging on the four-corner so as to avoid a cartoony feeling.
I keep looking at my chosen composition bounding box to manipulate the photo texture.
to ensure that the selected façades still This step takes some patience, but the
share a similar design language as the I use adjustment layers, such as Curves and time spent is well worth it. It lays down the
old ones in the composition study. Color Balance, to achieve a neutral-looking color foundation for the final painting.
Pro Tip important point is that I constantly keep and background layer. Sometimes I also keep
Layer organization all my important masks, allowing me to very few fog layers separate so I can adjust
I like to work with fewer layers to make have easy selections and clean edges. their tonal relationship much more easily.
my painting process more organic and
flexible. When I reach certain stages with The main layers that I usually keep separate With less than 10 layers, you can access
a satisfying result, I don’t hesitate to are based on their depth information, such your layers with a greater speed to make
merge certain tweaking layers. The only as a foreground layer, middle-ground layer, the painting process much more flexible.
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06
↑ The basic lighting pass helps me easily sort out the spatial relationship of my building elements
“The sky’s color palette is and ambience of the final artwork. I select a 08: Adding debris
crucial as it dictates the overall gray, desaturated cloudy sky to enhance the For a more convincing visual effect, it is
tone and ambience of the sinister mood of the image. I take care when essential to add debris to complement the
final artwork. I select a gray, working on the sky area behind my main collapsing movement of the buildings. As
desaturated cloudy sky to building as this area has to be lighter in order to the collapsing starts from the bottoms of
enhance the sinister mood of punctuate the silhouette of the main building. the buildings, I add more debris there. The
the image” impact goes gradually upwards, causing glass
07: Painting waves to break. I take extra care to place the flying
06: Basic lighting pass The wave is a key element which contributes debris at the spots where the façades break,
A basic lighting pass can help me to sort out the to the success level of the image. I look allowing the debris to merge seamlessly with
texture information established in the previous at a lot of photo references to study the the edges of the broken building fronts.
step very efficiently. It will allow me to establish natural behavior of waves and do quick
a better depth relationship based on the fog sketches to study their flow and direction. I keep the debris flying direction the same
density that I put between the buildings. as the water waves, because they share the
The green arrows on my sketches indicate the same physical impact and it’s important to the
Atmospheric perspective is a great technique main direction in which the wave is heading. quality of the piece to keep this consistency.
for achieving this effect. Ideally, the foreground The red arrows indicate the smaller variations At this point, I also take more care with the
of the image should have the darkest value of the water direction within that big curve. building edges, making windows and railings
ranges, the middle ground should have a break, following the movement of the waves.
few points of high contrast in order to draw I try to apply what I learnt from the sketch studies
attention to the main buildings, and all the to the scene and try to keep the wave direction I pay attention to the values on the flying
background elements should fade gradually consistent, so it creates a strong visual impact. debris so that they also follow the atmospheric
into the fog with the lowest tonal contrast. perspective of the whole scene. The debris
I am happy with the result; the waves create in the background is lighter than the debris
At this point, I start to create a basic sky motion in the scene. I decide to add some in the foreground. To conclude this step, I
background in the image. The sky’s color big water splashes to create the illusion of add a motion blur to further enhance the
palette is crucial as it dictates the overall tone the huge waves hitting the buildings. movement of the flying debris.
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07
↑ It is crucial to understand the flow and the natural behavior of the tidal wave to create a tsunami scene
08
↑ Create realism by adding slightly blurred flying debris. This can also enhance the visual impact of the waves
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09
↑ To make final adjustments, a grayscale version of the image can give you a better idea of your value distribution
Pro Tip
Brushes
With a limited set of brushes, you can focus more on the painting itself
instead of trying to find the right brush to paint with. Eighty percent
of my brush set consists of painting brushes, such as a Round Soft/
Hard Airbrush, a few different Charcoal brushes, and a few Square
and Triangle brushes to paint with hard edges. The rest is mostly
effect brushes, for fog/cloud, dust, water, and vegetation.
I like to try different brushes that various artists upload to their websites,
but I do frequently clean up to remove the ones that I don’t really use. There
are probably only 20–30 brushes that are part of my permanent collection
and they are more than enough to achieve a great painting experience.
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Create a tsunami scene
of black, but I don’t completely avoid using it Then I do a subtle Radial Blur to mimic the
“I limit my use of black, but
since the black gives a nice level of contrast. camera movement. Go to Filter > Blur > Radial
I don’t completely avoid
I leave the brightest values for the elements Blur, set the amount to 10, and set Blur Method
using it since the black gives
that I want to show off. This way, the viewer’s to Zoom. This will then make all the edges on
a nice level of contrast. I
eyes can flow better within the image. your image blur into the center of the image.
leave the brightest values
for the elements that I want
I take this last opportunity to adjust my fog In order to make this effect more subtle, I
to show off”
intensity to make the depth information clear. create a mask on the layer and erase the areas
09: Final lighting adjustment I use a cloud/smoke Soft brush to paint on that I don’t need. I also reduce the opacity to
Now it’s time to tighten up the lighting to a new layer set to Screen mode. Then I play around 30%. Finally, I add chromatic aberration
make the scene even more convincing. The with the opacity to achieve the subtle effect. to mimic the lens effect. Go to Filter > Lens
best way to double-check your lighting is Correction and then go under the Custom tab
to check your values. I use a Black & White 10: Final polishing and play with the three sliders in the Chromatic
adjustment layer on top of all my layers There are three small things that I like to Aberration section. This allows you to offset
to see the whole painting in grayscale. do at the final stage of creating an image, the RGB channels to mimic the lens effect.
just to tighten everything together. Small
If there is any very bright spot or dark sport highlights are important to a finished The painting is now complete. I hope that you
popping up, that probably indicates that you look and I add them to accentuate certain have learnt a few new tricks and a nice recipe
need to make some adjustments. I limit my use edges and make the shapes pop out. to help you attack such complex scenes.
10
↑ I make a few final tweaks to tighten the whole image together, including painting the edges, adding a subtle motion blur, and adding chromatic aberration
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Environments | Create a post-earthquake city
In this tutorial I will show you how to elements into new forms – will dramatically
use fast photo manipulation and digital increase the speed of your creative process.
painting techniques to portray a city after
a cataclysmic earthquake. You will find We will add destruction to a photo base and
that using photo-bashing techniques – I will then show you how to use some tricks
compositing and “bashing” photographic to add mood, atmospherics, and realism.
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“It’s important to have a similar angle in your photo textures so that you won’t case, we would just need to adjust the
perspective or angle in your need to do a lot of image transformations Color Balance and Levels manually.
photo textures so that you to match the illustration’s perspective.
won’t need to do a lot of image 05: Filling empty space
transformations to match the 04: Matching color Because of my earlier cropping, I now need
illustration’s perspective.” Match Color (Image > Adjustments > Match to fill the left side of the image. For this I use
Color) is the function I use to match the color a photo of a demolished building, using the
03: Gathering textures of my photos to my base image. In the Source Free Transform tool to match its perspective
Before I start working on an illustration I need drop-down box, I choose the name of the (this is when it’s good to have guides!).
to find textures to use. This time I use resources work file I have opened in Photoshop. Then in The rest of the empty space is just loosely
from www.cgtextures.com and 3dtotal’s free the Layer drop-down box, I choose the layer I painted. I will decide how to fill it later.
textures website (http://freetextures.3dtotal. want to match my photo textures with (in this
com), as both websites offer free-to-use images. case, Layer 0, the background photo layer). 06: Clearing the road
No cars are needed in my version of the
As you can see, I search for destroyed The Match Color tool can be very helpful scene, so I just paint them out. I use a simple
buildings, debris, cracks, and so on. It’s to your process, but sometimes it just medium-soft brush and the Eyedropper
important to have a similar perspective or doesn’t work the way we want it to. In that tool to pick the color of the asphalt.
03
04
↑ Using Color Match to match new textures with the background image
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06
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09
10
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11
11: Particles and smoke 12: Changing the atmosphere “To sharpen the image,
I’ve now grouped the building layers I use adjustment layers to adjust the brightness I use the High Pass
together so it’s time to add extra details and contrast, and also to add a blue Cooling technique. To do this I
on top. Using new layers, photo textures, Filter (Layer > New Adjustment Layer > Photo need to duplicate all visible
and painting, I fill the image with more Filter) that changes the atmosphere. I add layers into a new flat layer
atmospheric effects and some flying papers. some noise and a vignette effect as well. and desaturate them”
12
↑ A cool blue Photo Filter provides the image with a new atmosphere
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Create a post-earthquake city
13: Sharpen
To sharpen the image, I use the High Pass
technique. To do this I need to duplicate
all visible layers into a new flat layer
and desaturate them. Next I choose the
High Pass filter from Filter > Other.
14
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Environments | Craft a swampy settlement
As the title suggests, this tutorial will focus It seemed logical to have the buildings raised
on a human habitat set within a swamp. The above ground or, in this instance, the water
interesting aspect about this particular project level. Swamps occupy waterlogged land
concerns the architecture and the manner and, depending on the type, can only be
in which it is dictated by the environment. traversed by boat in certain situations. This
Richard Tilbury 01
Concept Artist & Illustrator
↑ Initial sketch
Software used: Photoshop
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02
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04b
05
↑ Adding some fortifications around the citadel and some extra trees in the background
misleading. However, there are two ways of The use of this last device is circled in red in will be a discernible highlight or reflection
overcoming this problem. One is to make image 04a, with some water exposed in the across it, albeit a far less obvious one.
sure that the bases of trees and anything else extreme foreground by virtue of the dark blue
have a sharp edge to signify they are standing patches flecked with gray. Not every square Another aspect I add at this point is evidence
in water. The other is to have some water centimeter of water is covered by algae, and of photographs sampled from various
exposed and therefore reflecting the sunlight. this means that at an oblique angle there sources. Generally I color-correct these before
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Craft a swampy settlement
06
07
“I like the simple treatment supports. To help create a sense of depth main citadel tower I flip it horizontally in
of the citadel in its silhouette and perspective, I incorporate a raised order to show the prominent towers.
form against the sunlight, but gangway above the water level, which also
because it is the focal point allows the inhabitants to cross the swamp. The haphazard array of branches and
I feel it needs a little more foliage in the center of the image lacks
detail” I like the simple treatment of the citadel in any real structure, so I decide to edit these
its silhouette form against the sunlight, but to form two distinct tree houses.
reducing the Opacity slightly, but often it is because it is the focal point I feel it needs a little
possible to simply change the blending mode more detail. The other problem is that it looks as 07: Using Overlay effects
to Overlay or Soft Light for them to work. though it is at the edge of the swamp, whereas A good way of adding color is to use Overlay
I want to situate it somewhere in the middle. To effects set to various blending modes. In order to
You will notice I also start to add some compensate I add some fortifications around the add a more vivid green to the background foliage,
of the tree dwellings, which I go on to citadel and some extra trees in the background. as well as a warm tint to the sunlight, I create
elaborate in the foreground of image 04b. two new layers. Image 07 shows the image with
06: Refining the composition both layers set to Normal mode in the center, and
05: Focusing on the citadel I decide to increase the density of the the before and after effects on above and below,
I begin to shape the distant citadel by trees by placing some in the middle respectively. The sunlight (circled in red) is set
suggesting small windows and protruding distance, but because these obscure the to Hard Light and the green patches to Overlay.
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09a
09b
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10
Environments | Paint a fantasy forest
In this tutorial I will run through the processes sculpting with the Smudge tool until I get
behind my image, The Forest Spirit. Working the perspective down. I then compose
through each element of the scene, I’ll divulge and block my image into three parts: the
a multitude of processes involved in creating foreground, middle ground, and background.
perfect textures in a woodland environment.
In part C, I add a path between the trees
01: Composition to guide the viewer’s eye toward my
I start by choosing references from my library. subject. I can then say that the image is
As you can see in image 01, part A shows how well-balanced, so I start adding details
I mix two images of forests. In part B, I start and other elements. I then began painting
3.
A C
Rabie Rahou 01
B
Concept Artist
↑ Creating the basic composition using reference images
Software used: Photoshop
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Paint a fantasy forest
02 03
↑ Using downloaded brushes to paint in the leaves ↑ Rendering the basic textures on the tree trunk with three values of brown
the trees and grass, the techniques of which and then use a thin dark brush to paint
will be explained in the following steps. some separations and grain in the wood.
02: Brushes In the next steps I’ll show you more of the
I start with a pressure-based brush and trace in texture processes, but for now, I simply use the
some lines, and then use the Smudge tool with Smudge at 100 to make more depth, depending
the Intensity at 100 to model the form of the tree. on the style and the position of the tree.
After that, I start to paint the leaves using some
of the many brushes on www.deviantart.com. 04: Grass texturing
For the grass, I use two standard brushes. You
In this image, I use five brushes to paint the can find a lot of grass brushes on the internet,
leaves but you can use as many as you need. but I find using only the standard brushes
I paint the leaves with autumn colors with to create the grass works great for me.
some variations in the red spectrum.
I start with the Dune Grass brush and paint it
03: Tree texturing in with a gray value. After I add a layer in the
Next I render a tree trunk. To paint it quickly, background, I choose the Grass brush and simply
I use three values of brown. I paint in the dark paint until I achieve some nice, natural variations.
brown and then follow with the lighter values.
I then start sculpting with the Smudge tool. I paint the colors in at the end. The background 04
First I choose the Rough Smear tool to mix layer is brightened to simulate a light
↑ Using the Dune Grass brush to create the effect of grass
my colors and make some surface texture, source from the top, just like our project.
247
Chapter 07 | Environments
A C
05
B
248
Paint a fantasy forest
07
08
© Rabie Rahou
249
Gallery
Now, to finish off your digital painting journey, We really hope that this diverse and
we’ll leave you with a gallery of inspirational talented range of creatives will motivate
images by artists who know their craft and you to keep on learning, practicing, and
have worked hard to excel in their field. importantly having fun with your art!
He’s going home
Col Price | www.artstation.com/artist/coldesign
© Col Price
252
Eastern Goddess
Ali Kiani Amin | www.facebook.com/ali.kianiamin
© Ali Kiani Amin
253
The Land
Wanchana Intrasombat (Vic) | www.kun-victorior.com
© Wanchana Intrasombat
254
255
Distant Star – Victory!
Paul Scott Canavan | www.paulscottcanavan.com
© Paul Scott Canavan
256
257
Portrait study
Anna Maystrenko | www.lagunaya.tumblr.com
© Anna Maystrenko
258
Cyber Knight
Amir Zand (San) | www.amirzand.tumblr.com
© Amir Zand (San)
259
Watchers
Grzegorz Przybyś | www.artstation.com/artist/grzegorzprzybys
© Grzegorz Przybyś
260
261
Have a Nice Day
Wadim Kashin | www.septicwd.artstation.com
© W.D.
262
263
New Earth Vista
Sung Choi | www.sung-choi.com
© Sung Choi
264
265
Dirty30 #7
Ken Fairclough | www.artstation.com/artist/kenfairclough
© Ken Fairclough
266
267
Robot concept
Park Jong Won (J.C park) | www.j-circle.net
© Park Jong Won (J.C park)
268
269
Settling
Florent Lebrun | www.artstation.com/artist/ptibrun
© Florent Lebrun
270
271
Ringworld
Espen Olsen Sætervik | www.espenartman.com
© Espen Olsen Sætervik
272
273
Adventure
Florian Aupetit | www.florianaupetit.tumblr.com
© Florian Aupetit
274
275
Hope Amidst the Ruins
Eddie Mendoza | www.eddie-mendoza.net
© Eddie Mendoza
276
277
Ocherstones
Max Bedulenko | www.artstation.com/artist/MB14
© Max Bedulenko
278
279
South Main
Christopher Balaskas | www.balaskas.artstation.com
© 2015 C. Balaskas
280
Index
A C debris, 155, 218-219, 222-223, 230, 232, 235
accessories, 72, 94, 129, 168 camera, 37, 40-41, 145, 161, 225 decals, 13, 55-56
acrylic, 48 canvas, 16-19, 24, 69, 74, 89-90, 92, 99, 101, 118, deforestation, 60-61, 63
action, 36, 38, 99, 101, 186-187, 208, 212, 217, 219 123, 142, 148, 161-162, 188, 190, 218-220, 239, desaturate, 109, 114, 144, 178, 209, 222, 234-235
Airbrush, 85-86, 103-104, 224 242 design, 13-19, 24, 30-33, 36-37, 52-57, 61, 63,
aircraft, 36 Channels, 41, 108, 184-187 67-69, 72, 88-89, 97-98, 104, 112-113, 117-118,
algae, 239-240, 242-243 Charybdis, 170-174 133, 145, 148, 168, 170-174, 177, 179, 203, 221
alien, 13, 200 cheek, 71, 100, 102, 122-123, 136 destruction, 218-219, 228, 232
Alpha, 108, 199-200 chromatic aberration, 225, 235 dirt, 33, 38-39, 145
ambience, 192, 198-199, 206, 212-214, 222 chrome, 56 Dodge tool, 27, 40, 79, 116-117, 155-156, 187
anatomy, 70, 85, 101, 108, 162, 174 CINEMA 4D, 194-196 dog, 71, 143, 145
animal, 68, 71, 163, 248 citadel, 239-242 dragon, 152-153, 155-156
apocalyptic, 14, 24-27, 152 city, 44-45, 47, 218, 228-229, 231, 233, 235 dragons, 153
architecture, 180, 218-219, 238 client, 31, 36, 46, 53, 56-57, 99, 121, 206 drawing, 16-18, 20, 25, 31, 53-54, 57, 62, 74-75,
aristocrat, 70 Clone Stamp tool, 188 78, 90, 100, 118, 127, 129, 132-133, 150, 152,
armor, 26 clothes, 48, 69, 72, 123, 134 155, 239
army, 106-107, 109 clothing, 85, 129, 134-136, 167-168 dust, 33, 38-39, 47, 224
artifacts, 38 cloud, 38, 155, 161, 164, 206, 224-225 dynamic, 14-15, 17, 19, 21, 32, 107, 212
artificial, 37 CMYK, 108, 150
artificially, 37 Colorize, 90 E
artillery, 107 comics, 121 ear, 86, 122
atmosphere, 38-39, 46-47, 109, 124, 150, 164, complementary colors, 18, 174 earrings, 117
173, 199, 206-213, 233-234, 248 compositing, 37, 183, 228 earthquake, 218, 228-229, 231-233, 235
composition, 16-17, 19, 31, 36-38, 40-41, 44-45, emotion, 148, 170
B 53-54, 74-76, 88, 106-107, 112-114, 117-118, engine, 24-25, 31, 47, 53, 56, 152
ballerina, 74-75, 77, 79 124, 126, 133, 141-143, 149, 160, 162, 167, environment, 31-33, 47, 53, 63, 68, 72, 98, 145,
beard, 160, 163 172-173, 176-177, 188, 190, 218-221, 229, 239, 149, 155, 162, 203, 238, 246, 248
beast, 149, 171-173 241, 246, 248 experiment, 48, 86, 100, 118, 136, 155, 239
believability, 31, 55 contrast, 18, 20, 33, 38, 41, 70, 90-91, 109, Exposure, 116-117, 145
Blender, 196 113-114, 121, 124, 135, 144-145, 149, 171, 178, expressions, 98, 100, 114, 133
blending, 48-49, 90, 93, 118, 127-128, 132, 163, 185-186, 221-222, 225, 234 Eyedropper tool, 76, 230
229, 235, 241 costume, 72, 88-89, 103-104, 117, 168 eyes, 70, 72, 100, 102, 110, 114, 121-123, 127,
blocking, 25, 83, 127, 160, 164 Creative Commons, 36 130, 134, 136, 143, 164, 168, 225
blood, 178, 180 creature, 142-143, 145, 149-150, 159-161, 166,
Blur, 20-21, 33, 41, 79-80, 144, 168, 202, 225 168, 170-174, 176, 178, 180 F
blush, 71, 128, 136 Curves, 90-91, 94, 167-168, 185-186, 192, 209, fabric, 72, 78-79, 82, 108, 115, 129, 136
boat, 238, 242-243 214, 221 face, 69-70, 76-77, 83-86, 94, 100, 102, 113-114,
brainstorming, 218-219 116-117, 122-124, 127-128, 130, 134-135, 138,
buildings, 47-48, 155-156, 185, 211, 218-219, D 168, 170-171, 178
221-222, 229-232, 238 deadlines, 121, 123 fantasy, 71, 217, 246-247, 249
feather, 190, 200 jewelry, 72, 168 N
filter, 20-21, 33, 40-41, 47-49, Jiang Shi, 176 naiad, 170-171
74, 79, 123-124, 144-145, Jitter, 17, 25 narrative, 145, 148-150, 176
163-164, 168, 199, 202, 225, 234-235 jumpsuit, 127, 129-130 noise, 20, 26, 47, 124, 144-145, 149, 168, 234
fire, 168, 218, 242 nose, 70-71, 102, 122, 127, 136, 168
flashlight, 176, 179 K
focal point, 19, 21, 44-45, 48, knife, 69, 85 O
72, 110, 114, 121, 138, observation, 77
155, 167, 221, 241 L occlusion, 114-115, 199
fog, 142, 144, 164, 212, 221-222, 224-225 lace, 77, 86 ocean, 174
foliage, 241, 248 lamp, 48, 177 opacity, 17, 39, 47, 49, 69, 74, 80, 99, 101-104,
forest, 63, 149, 161, 164, 217, 246-249 landscape, 145, 183 113-114, 117-118, 123, 127-128, 136, 161-164, 168,
fur, 145, 164 landslides, 218 202-203, 212, 225, 235, 241
futuristic, 13, 30, 55 Lasso tool, 14-15, 17-19, 21,32, 70, 82, 92, 143-144 originality, 31
155, 162-163, 168, 186, 189, 202, 210, 221, 232, 239 ornaments, 115
G leaf, 161-162, 248 orthographic, 27, 33, 36, 57
Gaussian Blur, 20-21, 41, 79-80, 144, 202 Levels, 27, 47, 110, 118, 144, 180, 214, 230 outfit, 97, 100-101, 112-113, 117, 127, 129
gesture, 32, 98-101 lighting, 21, 44-49, 75, 77, 98, 112-114, 118, 127, Overlay, 41, 62-63, 79, 83, 115, 123, 155,
glass, 104, 117, 183, 222 135, 138, 142-143, 160, 173-174, 176-177, 185, 167-168, 179-180, 214, 235, 239, 241
glasses, 117, 133, 136, 138 214, 218, 220-222, 225, 242-243
goggles, 112-113, 117 lines, 14-19, 24-25, 33, 39, 53, 60-61, 99, 108-109, P
gradient, 38, 79, 92-93, 114, 161, 113-114, 122-123, 133-135, 138, 149, 167, 201, paintovers, 62, 155
164, 190-192, 212-214 229, 247 palette, 18, 25, 27, 47, 69, 74, 85, 98, 100-101,
grain, 31, 41, 49, 150, 247 Liquify, 123, 164 109, 112-113, 118, 122, 135-136, 142, 148-149,
grass, 63, 160, 247-248 luminance, 195, 208 161, 178, 222, 239
grayscale, 32, 45, 123, 214, 224-225 paper, 60, 69, 88-89, 101, 118, 142, 160, 234
Greek, 67, 88, 170-171, 173 M particles, 47, 234
guidelines, 99, 229 machine, 24, 60-63 pencil, 14, 24, 60, 89-90, 101, 107, 160, 170
maelstrom, 173 perspective, 16, 18, 26, 31-32, 36-39, 45,
H magic, 166 52-53, 69, 109, 143, 149-150, 185, 189, 195,
habitat, 31, 238 makeup, 71, 112 210-211, 222, 229-230, 239, 241-242, 246
hair, 76, 84-86, 92, 94, 102-103, 112, 114-115, Mamalarang, 166 photorealistic, 57
123-124, 128, 130, 134-136, 138, 160, 163-164, Marquee tool, 26, 82, 204 pilot, 152-153, 155
166, 168, 180 mask, 17, 20, 38, 41, 46-47, 92- Pinterest, 37
hands, 10, 117, 129, 133, 179 93, 108, 134, 144-145, 164, Polygonal Lasso tool, 18-19,
Helen of Troy, 67, 88-89, 91, 93 187, 201, 203, 209, 212, 214, 225, 235 32, 144, 189, 210, 232
helmet, 98, 104, 117, 149 matte painting, 183-184, 190, pose, 88-89, 97-100, 112-113, 121-123,
horns, 160, 163 192, 194-195, 200-204, 206 129, 132-133, 160, 167, 170, 172
hotkey, 79, 148, 150 metals, 112, 117 practice, 37, 45, 77, 82, 88, 100, 141, 152
house, 45, 48, 85, 187-190, 239, 241-242 military, 27, 107 productivity, 142, 145
hue, 72, 77, 90, 101-102, 109-110, 121, 133, 136, mood, 24-25, 32, 46, 48, 53, 63, 98, 100, 109, proportion, 31-32, 132, 150, 162, 229
138, 167, 174, 208-209, 211 118,142-143, 150, 161, 164, 170, 173-174,
human, 40-41, 48, 68-71, 149, 166, 174, 238, 242, 178, 194, 198-199, 212, 214, 222, 228 Q
248 mountain, 33, 143-144, 190, 20-204, 208, 211-212 Qing Dynasty, 180
mouth, 100, 102, 127, 170-171
I movement, 98-100, 133, 222, 225 R
inspiration, 14, 36, 68, 159, 287-288 Multiply, 18-19, 80, 93, 101, 114, 135, 164, 167, rabbit, 176, 180
intuition, 39, 100 173-174 rain, 142, 144-145, 149-150
muscles, 88, 100, 179 realism, 31, 45-47, 49, 202-203, 223, 228, 232
J mushrooms, 248 reference, 24-25, 31, 37, 46, 55-56, 90,
jet, 38-40 mythology, 159-160, 170 104, 113, 117, 122, 163-164, 172-173, 176-
179, 195, 208, 219-220, 229, 239, 246 80, 82, 88, 98, 106, 112, 120, 126, 132, vegetation, 203-204, 224
reflection, 33, 104, 110, 138, 144-145, 211, 240, 142, 148, 152, 160, 166, 170, 176, 184, vehicle, 13-21, 20, 24, 30-33, 44-45, 47, 49, 52-55,
242 194, 196, 206, 218, 228, 238, 246 57, 60-63
rendering, 30, 32, 41, 53, 57, 62-63, 102, 141, 155, soldiers, 40 VFX, 37, 183
171, 174, 190, 199-200 spaceship, 36, 38-41, 201 videogames, 44
research, 36, 46, 60, 68-69, 112, 126, 153, 218, 221 specular, 130, 145 vignette, 110, 118, 234
resolution, 76, 90, 101, 126, 149, 195 spotlight, 17, 104, 176-177, 179 vintage, 98-100, 103, 118, 120-121, 123
RGB, 108, 150, 225 steampunk, 112-113, 115, 117 volume, 14-15, 17-19, 48, 54, 127-128, 134-137,
roof, 26, 45, 185, 187-190 stone, 30, 72 162, 179, 287-288
rubber, 104, 136 storm, 173, 206
rust, 24, 26, 45, 62 story, 16, 21, 27, 31, 36, 39, 68-69, 88, 143-144,
150, 171, 200 W
S streets, 47, 219 Wacom, 106, 184, 194, 206
saturation, 70, 77, 90, 101, 109- style, 9, 14, 24, 31, 60, 98, 100, 103-104, 112-114, Warp, 38-39, 77, 188, 190, 192, 204, 206, 212
110, 121, 163, 209, 211 117, 120-121, 123, 126-127, 132-133, 150, 152, water, 26, 38, 52-53, 55, 57, 68, 144-145, 170,
satyr, 163 180, 247 173-174, 211, 220, 222, 224, 238-242
scanner, 90 sunlight, 155, 210-211, 239-242 weather, 39, 143, 150, 173, 206
scenery, 150, 183, 211, 217 swamp, 217, 238-239, 241-243 wheel, 18, 32, 194, 200-204, 211-212
scientist, 132-133, 135, 137 symmetry, 32 whirlpool, 173, 170
sea, 171, 173-174 widescreen, 38
sepia, 113, 117 T window, 21, 26, 75, 77, 84, 108, 118, 195-196,
settings, 82-83, 107, 114, 145, 148, 161, 168, 209, tablet, 74, 102, 184, 194, 206 200, 203, 210-211
217 tail, 160, 163, 171 witch, 166-168
shading, 70, 75, 127 tattoo, 123-124, 164 wolf, 162, 164
shadows, 17-18, 27, 48-49, 61, 70, 75-76, 83, 93, technique, 26, 37, 40, 74, 92-93, 100, 164, 179, woodland, 246
102-104, 109-110, 114, 117, 121, 124, 127, 129, 183, 202, 214, 222, 232, 234-235, 242 workflow, 10, 67, 163
134, 136, 154, 156, 163, 192, 203, 248 technology, 56, 120 workshops, 77
sharpen, 49, 145, 234-235 teeth, 134, 174 workspace, 148
sharpened, 40, 235 texture, 26, 31, 45-47, 62, 78-80, 82-83, 85-86, wrinkles, 100, 103, 135
shoes, 98, 104 103, 107, 110, 114-115, 118, 124, 133, 136,
shop, 287-288 141, 149, 156, 168, 172, 179, 194-198, 203-204, Z
short, 100 210-211, 218, 220-222, 247 zombie, 176
shortcut, 74, 92, 143, 145, 148, 190, 218 thumbnail, 16, 31-32, 37, 60,
silhouette, 14-15, 31-32, 38, 46, 69-70, 72, 86, 69, 77, 89, 104, 107-108,
126, 155, 221-222, 239, 241 118, 143, 190
sketch, 14-16, 24-26, 32, 48, 53-54, 61, 69, 74-76, TIFF, 110, 199-200
78, 82, 88-90, 98, 100-101, 106-108, 112-114, transparency, 26-27, 38, 75-76, 82, 92, 104, 127
118, 126-127, 130, 133, 142-143, 148-150, 153, tree, 60, 63, 144, 149-150, 161, 239-242, 246-248
SketchUp, 61-62, 196 Troy, 67, 88-89, 91, 93
skin, 67, 70-72, 77-79, 92-93, 101-102, 114, 123, tsunami, 218-219, 221, 223, 225
128, 134-136, 155, 162-163, 179
sky, 18, 20, 33, 45, 143, 173-174, 184-188, 192, U
199, 206-208, 212, 218, 222, 248 undead, 159
skyscrapers, 221 underwater, 218
smoke, 47, 212-213, 218, 225, 232-234, 242 uniform, 133, 136, 156, 248
Smudge tool, 25, 38-40, 76, 85- Unsharp Mask, 164
86, 115-116, 143, 149,
163-164, 246-247 V
snow, 112, 149-150 values, 17, 32, 38, 44-45, 121, 124, 142, 144, 149,
snowboarder, 142-143, 149-150 156, 161-162, 173-174, 220-222, 225, 247
software, 9, 14, 24, 30, 36, 44, 48, 52, 60, 68, 74, vampire, 176, 178
Artist Bio
Rafa ArSen Matt Dixon
Graphic Designer & Illustrator Freelance Illustrator & Concept Artist
www.behance.net/rafaarsen www.mattdixon.co.uk
Rabie Rahou
Concept Artist
www.digitalrabie.com
Inside this comprehensive manual is everything the budding digital painter needs
to know about the customizable Photoshop interface, its efficient tools, essential
painting brushes, and complex layers and masks. Explore the endless possibilities
of digital painting through three highly detailed step-by-step tutorials which look in
depth at key processes and professional techniques. Discover how to subtly integrate
photo textures, create custom brushes, and generate impressive effects to develop
your own incredible artworks.
Available now at
store.3dtotal.com
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brief and develop these ideas into an original, high-quality design.
Suitable for student and professional character designers alike, this book focuses on how to
approach your designs in ways that ensure the target audience and production needs are met
while still creating fun, imaginative characters.
304 visually appealing pages include 12 thorough tutorials guiding you through the design and
decision-making processes used to create awesome characters. Replicating the processes used
in professional practice today, this book demonstrates the types of brief a professional designer
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