Transcripts
1. Introduction to Character Coloring and Painting Styles: Welcome to Module for
Coloring and Painting Styles. In this module, we're going
to take a look at how we can use what we've learned
about light color, the form lining principle,
and our workflow. And apply it in varying
ways to achieve different styles of coloring and painting for
our character work. Now what we want to realize
is with the theory that we've learned and the general idea of the workflow we've learned, we can scale up our knowledge to high end paintings and scale down our knowledge
to simple coloring. It obviously all
depends on the style of work that you
want to produce. Now when we think
about workflow, we want to realize that
workflows can be flexible. It depends what you're painting is a comic book style workflow, the same as a high
end digital painting, workflow Is a high end
digital painting workflow the same as a very simplistic
cartoon style workflow. They really vary. The workflow we've learned
in module three is a solid grounding and a solid foundational workflow for us. But workflows can be flexible and really you can design
your own workflow. The theory, however,
remains the same. We still really are applying in just different ways and to varying degrees and
varying quantities. The form, lighting principle and our color and light theory. We pick and choose what we want based on the style
that we're going for. When we scale up to
high end painting, we're using a lot of the
theory in for not all of it. When we scale down to
simplistic coloring, we're using just a bit of it, a few bits and pieces. I'm really excited
to show you what you can achieve with the
knowledge you already know. Let's get right into the lessons and I'll see you in module four.
2. Achieving Flat Coloring and Gradient Style Coloring: We're now going to take a look at our first coloring style, which is basically flat
coloring with gradients. One definitive aspect of this style is that
you tend to use pastyle colors or you tend to use only tints when
you're doing your flats. Now this particular
illustration is one of a Celtic warrior princess,
name is Gwen Deer. Her style was always
intended to be this flat coloring style so that her lines get
really shown off nicely. Now if we color pick, you'll notice
everything is light. It has a lot of white in it, and there are no
very dark colors. Even the brown of
the wood is not very dark On the color panel here, you want to stick in this top area here in
this top range here. We're not worried about doing our general lighting
workflows mid because with this
particular coloring style, we don't really
need value range. It's not really that much about having light and shadow
contrast per se, we want to stick around here. Then we'll obviously just differentiate our hues and do our color schemes
and whatnot, but keeping a lot
of white colors. We want to keep a lot
of white there and use a lot of tints. That
is the one thing. Now, I've gone ahead
and pre flattened out this entire
piece to show you how we take this very
simple coloring style just a little bit further and amp it up just a little bit. We're going to be
doing two things. First thing is that
we're going to be using the soft rush and the gradient tool just to gradient some areas and add
in some different tones. The second thing is
that we're going to use the Inca Flatter tool to
add in some highlights. Here you can already see a
massive simplification of the general lighting workflow where we're only using flats. We're not really sticking to
the rule value choices here. We're going to just
keep things simple. We're going to use the color we want the surfaces to be is the
color we're going to pick, not the color we hope it
will be when it's lit. Rather the color we want it to be is the color we will pick. Here we have all
the flat separated into separate layers like usual. Let's start with the skin and let's hit the gradients first. You can use the gradient tool. You can use the soft brush. It doesn't matter, I'm going
to switch the soft brush. I'm going to go to the
gradient tool here. This tool does vary with
particular software, with different software,
and how it works, But it's generally the same. It's generally the
same. I think. I'm not even going
to clip a layer, I'm just going to select all the skin hide that selection
with control H. I'm going to use this
little icon here which is a radial gradient.
Let's just do a demo. The radial gradient just creates a little circular gradient. And also the horizontal
gradient here will create a horizontal
gradient over the surface. Let's actually use the
horizontal gradient. What I'm going to do is I'm going to basically
dress up these flats. We're not doing any
hardcore lighting. It's a very illustrative
orientated coloring style where we're keeping the
focus mainly on the lines. We're letting the lines do
the talking of the forms for us with the line weights and the overlapping
of the lines. To do the talking, I've
selected her skin there. I'm going to just drop
it just a little bit. Maybe change the hue
just a little bit here. And we're going to do just a light gradient
on her skin there. That's a, it's about that. For that, just go to
the soft brush here. We can allude to some
soft shadows on her. You really want to be subtle
when you're doing this. Let's just get a little bit of a darker value that seems fun. I'm just going to just darken
her skin a little bit there and just pick some areas almost like the big
shadow stage in a sense, but you don't have to
think too hard about it to be honest with you, Right? That we can add some implied
subsurface scattering of just be subtle with it, right on her cheeks,
paint in her lips. But just really lightly, we keep things very light. We don't want to break the use of the pastel palette
that we have here, right? Our tinted palette, right? Let's not forget tints or effectively our hues with
a lot of white, right? A color with a lot of
white added to it. I move across the piece. For example, the armor here, select the armor with
my soft brush and really just dress it up a
little bit, right? It's a. Intensive workflow. And it's also very quick. It doesn't take as long
as the normal workflow, all right, I'd move through
the piece and dress it up. As you can see, it's
pretty straightforward, I'm sure now that you know
the full lighting workflow, you can see how straightforward
this really is. We don't put car shadows in. We don't put form shadows in. We don't necessarily put
in reflected lighting. You could, but generally
you don't need to. You can play around with
that if you want to. Then let's just go and
look at highlights. Let's go back to the skin layer. What we're going to do
here is I'm going to just pick a much lighter value of the basic cantone switch
to the Inca flat brush. I'll just pop in a highlight
there, a little dots. Put one on the shoulder here. Got to pick the
areas you want to highlight. Maybe
here on the knee. It's very simplistic. That's pretty much
what we do across the entire piece until
it was complete. Just subtle coloring, focusing on the flats and making sure the
scheme reads well. Yes, keeping them in
the pastel range. I'm going to the
eyes here, I'm going to just add the
lights to the eyes. Characters look quite dead when you don't have the light
added to the eyes. Even had a little highlight
to the eye as well, just with a hard brush, really. That is the nuts
and bolts of this, this particular piece as well, I think would look a lot nicer. Let's merge the line
layers together. Actually, we'll duplicate
them and merge them. This piece would look a lot
nicer with brown lines. It would just soften
it up a little bit, selecting all the lines there. Going to grab my soft brush, probably a fairly
darker brown here. We don't want the
lines to be too light, they will become unreadable. Just go ahead and
paint all the lines brown when it comes
to surface material. Surface rendering, for example. If you do want the metals to look a little bit
more metallic, right? Because you don't want
them to be too flat. Just take your flat
brush. Let's go to the armor area here. I'm just going to clip
a layer down on that. Let's just call it armor light. I'm going to use white. And we're going to do
the same technique we do for certain highlights. Let's just say we've
got a light running across here. All right? I'm going to hard brush a light in there. Could
just go with that. Even that seems okay and
then what I can do is just soft rays on the Rays tool. No, I'm not. I'm going to
soft erase those edges. All right there. I've just taken away one edge. And then I'll lighten
that up and boom, we've got some nice
reflective armor. And we can just rinse and repeat that across the surfaces. You can, of course, go
ahead and just soft, soft brush in some highlights
as well if you want to. But remember you want to keep the focus on the lines
and on the flatfolls. The flat falls in, the lines
are doing all the work. If you start adding too
many lighting layers, then you start moving into a different type
of style, right? Because the more elements we use of the lighting workflow, the more three dimensional
it's going to look. Then you start getting conflicts with the level of detail you intend and the level of
detail that you're rendering. There's just some highlights
as well on the skin. But keeping things very
simple and very flat, that is a very
quick and easy way to get a flat color
with gradients. Look to your work,
which is very nice for well illustrated
pieces where your focuses on the lines,
on the line weights. And you're really letting
the drawing do the form and the three
dimensional talking rather than the coloring itself. Great, let's move on
to the next style.
3. Achieving Animation and Anime Cell-Shaded Style Coloring: In this lesson, we're
going to be taking a look at animation style or anime style cell shading in terms of how we
color the piece. We want to get an
authentic cell shaded looks almost as if we were capturing a frame of animation. You might notice that we are using a very similar process
that we used with Gundea. We have very pastel colored
flats going on here. You want to approach
in the same way, sticking to this very
high value range with a lot of white based
colors as your flats. What we're going to do is we're going to dress up
each of the flats the same way we dressed up the flats in the basic
flat coloring work. However, we're not going
to imply shadows anywhere. Here you can see I've worked
a little bit on the face, and I've added some soft sprays of some blush on her cheeks. I've added some gentle
lights into her eyes. You can add lights
across the piece. And just general
color variations, very similar to the
color variation step that we did in the general
universal workflow. And we'll do that across
the entire piece. Just adding some
color variations and adding a bit of tone, but not touching
the shadows at all. Because the way we
do the shadows, it's what's going to define
that cell shaded look. And that is what we
are going to get into. Now here we can see
all the flat layers. What we're going to do
is we're going to create a layer above the flats. And we're going to call
this cell shaded shadows. This can be a bit of
a tongue twister, don't worry about it. When we have that layer,
we're going to set the layer to the multiply mode. And we're going to set the
opacity of the layer to around 20 to 25% Let's
go to 21, it's fine. We're going to use
our Inca flat brush. A nice hot edge brush and black. You want to have
that nice firm edge. All right, we're going to do the entire shadows of the
entire piece on this layer. What the multiplier
layer is doing is it's multiplying the values of the underlying flats and
it's actually creating an automatic value decrease
on those specific colors. For example, if we look at the skin here in
the color figure, I color pick the
skin and here we get the skin's value,
the skin's color. Then when I color pick the, the cell shaded shadows
layer with our black, multiply 20% You can see
it moves down in value. As I click it, you can see we're getting a
value shift there. It automatically does this across all the underlying flats. The same thing happens
with the hair. We have the hair at
a higher value and then an automatic shadow
at a lower value. We have a two stage process when we're doing
shadows in this way. The first process
is we go in and we paint all the
shadows in the piece. Then the second thing that
we will do is we will a ply, a gargan blow filter to kill the very harsh edges that this particular
technique creates. When you do that, you get a very authentic look to
your cell shaded pieces. Now you can do this
for Disney style work, can do this for
mango style work. It's just a particular look
if you want to achieve that, animation stills type
of look in your work. All right, let's go ahead and we'll do some of
the shadows on her face. Feel free to make
sure you're in black. Feel free to use the Erase
tool as much as you need to. And you'll probably use
the hard erase tool. Make sure your erase tool
is on inca flatter as well, or whatever hard brush
you're using. Let's go in. You can see I can stroke
as much as I like because the inker flatter brush is
just a solid opacity brush. You get no variation in strokes, it's always
consistently the same. To apply that shadow there, we'll bring up a shadow
here on her cheek. Just do that. Put
a shadow here for her nose, side of her face. And we're just going to erase that shadow out of her hair. Definitely. We want
that eyelid shadow makes the eyes
read super nicely. You can add some shadow
here into her hair. You can use the arrays
tool really as well to shape the shadows
that you're creating. We're just going
to paint these in, just erasing unnecessary
shadow in the hair here. If you want to, you can totally do this per layer in
terms of you can, you can do just the skin
shadows if you want, just the hairs,
etcetera, et cetera. But you'll find that
it's actually really easy and really
convenient to just do it very easily just on a single layer throughout
the entire piece. We'll give her top lip, a shadow, just a little
bit of a shadow there. Let's do her scarf as well, an example of other
surfaces as well. Now you can go ahead
and make this as complex or as
simple as you like. It's going to look
great either way. If you get too
many small shadows in though the style starts
changing a little bit, just watch about getting too
many little shadow shapes. What you want to do is think about where the form
shadows might appear. You're still using your
lighting theory in terms of planes and
asking yourself, hey, where would some of
these form shadows still appear in the piece, and how do they wrap around
the various objects? I'm sure you can
see the effect is already starting to work, where you really get
that animation look. But you're going to see
it all come together really nicely when we apply that gargan blur to these shadows
that we've applied. All right, we have our cell
shaded shadows layer here. What we're going to do now is we're going to apply that blur, filter blur and gargan blur. We want to soften the edges, but we don't want to
make it hyperblury. That's like ultra super blury. We don't want to go
too blurry and we don't want to keep it too sharp. Ensure you soften the edges
and you can just compare with your preview how much softening
you've done to the edges. Once that's done, you will
have a fully shaded piece. Really the workflow
once again for this is we do our flats as usual
on separate layers. We then make sure that
we're sticking into that past color range with a color scheme for
this type of work. We can then go and
dress the layer. Adding some lights if we want a few little light areas
with a soft brush, keeping things very subtle, nothing too hard edged. Adding in some effects like the subsurface scattering
or the cheek blush here. Then we create our single cell
shaded shadow layer set to multiply opacity of around
20% We use a hard edged brush on black on that layer to
go in and then paint in all the form shadows and get that cell shaded
look into our work. That is how you achieve the
cell shaded style coloring. I'll see you in the next lesson.
4. Achieving Digital Water-Color and Rough Style Coloring: In this lesson,
we're now going to be taking a look at more of a rough water color
styled coloring. In this instance,
we haven't done any flats because we're
actually going to directly apply the
color as we go using a single paint layer to
get all the coloring in. Now the thing to
always remember is that as long as you know
the full painting workflow, you can pick and choose whatever you want out
of it that you think is going to work to achieve the particular style
you want to achieve. I'm using the watercolor
brush from the brush pack. It's not really a true
watercolor brush, it's not going to work
like true watercolors. But it does give a
nice rough effect. And it allows you to get
more of a rough type of look to your work when you want more of a traditional feel. So here we have this character that I've drawn
called Charlotte. And we're going to just start
painting her as she is. Now, your color choices
again are going to probably veer more towards the light, more
towards the pastel. When you're doing more
simplistic type of coloring, when you're dealing with
actual watercolors, actual watercolors, you
work from light to dark, building up layers of the water color to build your shadows. Starting lighter
is usually better. But of course, it does change based on whatever
initial color you're choosing. Let's go ahead and start
painting her with this brush. Let's just take a
look at the texture of this brush again
for a minute. And you can see it's got very
soft edges and it builds on top of itself in a very
natural and loose way. Actually want her dress to
be a little bit darker. This will be a little bit longer than the previous lessons, but hopefully it will
be worth it for you. What you want to do here is
be very loose with a strokes. Don't worry about going
outside the lines. Go ahead, paint in the
areas you want painted in. We're going for a more loose, natural look as you work. Try to work from back to front. And what I mean by
that is ask yourself, what would be in the
most background layer? In some instances,
it's the skin here, but for the most part here, this dress is more
of a background. We are working on layer. We're not going to worry
about layer management, we're just going to work
on this single layer and try and paint
from back to front, from the background planes of elements to the foreground
planes of elements. It's going to paint
in her arm here, we can clean up these messier
edges a little bit later, won't worry about them
too much for now. We can come in later
and clean them up. You get this color
bleeding happening. Like for example, the
skin hair running into even the dress running
into the skin areas, that's a part of the style. In a way, this rough
water color type of look, you will have some
bleed that occurs. Try to keep things loose,
keep things natural. I'd recommend this
style primarily for more simplified works so
that you don't have to spend forever painting in
every different region. You can see she doesn't
have a ton of zones. She's got skin, shoes,
dress, her hair, her eyes, her microphone, and her musical notes. That's pretty much
it on those zones. Effectively, I'm doing a loose of flat falls, you could say. All right, just
getting her shoes in. Be sure when you are cleaning up the
outside of the shape. Be sure to erase. Don't color, pick gray
or your background. Otherwise you will have random pieces of white
or gray paint on your work. All right. Like I said, you'll see areas where there is no not
perfect coverage. That is the way it's
supposed to be, right? You want that natural look, so don't get too hyper focused about worrying
about coverage or filling in all the details exactly as they should be getting all those little gray areas out. It's no big deal. All right? Give her pink hair. If you've ever used
water colors before, you may know that they're
pretty hard to control. They tend to bleed randomly
in random directions to applying too much causes the paper to crinkle
and do weird things. And a lot of traditional artists who do paint in water color tend to use those random
occurrences to their benefit. In the same way, when you make so called happy accidents on the piece where
you're having some bleed in a weird direction
or something like that, Try to see how could you
integrate that mistake, or so called mistake, into the work, all right, Versus trying to
fight against it. You can see I'm sticking to very high kinds of values here. Add the highlights in our eyes. We'd continue to flat out
every single element there, but loosely being very,
very loose about it. When it comes to shading, we're simply going to drop
the value down. Going to adjust the hue if
you feel it's necessary. I like to sometimes have a morbired saturation
in the shadows, then come in here and just
loosely paint in Using the color picker to blend where you feel the
shadow should be. Color, pick the skin. I'll
color pick my shadowed color. You really don't want to
work too hard with this. You want to keep the
loose, natural look. I really must emphasize
that as well. You don't want to work too hard. You want to strive to avoid
any edges that are too harsh. Just keep things nice
and loose and natural. Now the one area
where you can start getting hard with your edges is when you're applying
highlights to things. And you'll see that in comic
book coloring as well, when we do the comic
book stylization, that is something that
applies there as well. That generally
speaking, highlights help to have something
read very quickly. The highlights are where
we will want to start using harder edges
in our strokes. Here I'm just applying, implying a little
bit of occlusion, blending the colors out so it's pretty dark
at the bottom. We'll bring it to a little bit lighter as we get to the top to keep things loose,
keep those edges soft. I'm just softening
those edges up. I'm just going to clean up the interior of the
eye here a little bit. We're just going to do a
nice big shadow on her hair. Actually, the light in her
eyes is coming from the left. Keep this a little bit lighter. Keep the light. You can do general
lighting here as well. I'm going to do some
on the hair here. Just increase that
value a little bit for some general lighting at the very top of her hair, keeping the edges nice and soft. Let's do someone w's
skin as well. Why not? Okay. And if you wanted
to not look blotchy, just blend out those edges, let everything have a
nice soft edge to it. I really just manipulate
how I'm using the pressure of the brush to get those soft edges in there. Tidy that up just a little bit, leave some bleed there
because it looks like it's bounce light. All right. Now what we can do
is we can actually add a new layer to do
this if we want to. Keeping the same brush,
we can go in and add some really bright highlights
to particular things. We want to remember with
highlights that they tend to appear only at the highest point of light on a
particular surface. We can go a little bit
harder with the edges, but try not to go too
crazy with the highlights. Obviously, if we
do that, then we cease to lose that idea of form, that sense of form, right? To put a hall on
her cheek there. Just going to soften that a bit. Put one on her arm here. We can use those hard edges. It's no big deal. Put on
her knee. Put one there. All right. I'm just going to grab
this light value. Put the high light on her lip. Let's bring her eye
value to a little bit, her iris value to a little
bit more saturated. We can add in some shadows at the top to get that contrast in from the distance, right? You may have already
noticed that we have the line colors
at a brown color. We've made a dark brown lines to keep the lines nice and soft. But in terms of the layering, we've got everything as usual. We've got the lines in the
lines softening layers. And then we have
our gray background and our value check layer. Sure, we've got differentiating values of each of
the flat zones, if you want to call them that. When we've done that, we
can go in and you can use the ink flatter brush if you want very
accurately raising here we can go in and actually clean up all of these scruffy edges. You might want to
leave them though, you really might want to
just leave them for the, the rough watercolory
style look. Or you can clean
them up and you'll still have the look
because of the way you've done the internal
painting of the piece here. You can see me just going ahead and I'm just clearing
up all of the outside, outside of the lines painting. Just like the
previous two lessons, this is a very quick way to get some color down on
a piece, primarily. Once again, if you
want your work to be more illustration oriented, where the drawing is doing a lot of the talking
in terms of the forms, in terms of having
the forms read. That means a lot of time investment in the
line weights and the overlaps and
of course the form read of the actual
illustration itself. This is almost like a
halfway stop between very straightforward
flat field coloring and starting to get into
more character painting. I'm just going to
clean up between her fingers here, I think. Let me just emphasize this
point again, looseness, you really want to be loose, looseness in your hand. Just being free
with the strokes, not worrying too much
whether light or shadow is necessarily like super perfect or super
accurately presented. You want a general idea when
you're doing this style, you can see it's
quite appealing. Let's whip up a white background there to see what the presented
view might look like. I'll probably do
some adjustments just to make the skin
a little lighter. I do tend to make the
skin a bit darker, but that is that
particular workflow, a water colored style,
more of a rough look. I will see you in
the next lesson.
5. Achieving Chunky, brush-stroked Style Painting: When we move into more
paintly styled work, we need to start
implementing more of our general
lighting workflow. The reason for this
is because the lines get less emphasized and the paint becomes
more emphasized. And we have to communicate
that form and that three dimensionality primarily
with the paint. We're going to do an example of a more chunky style painterly workflow here using robot
robot in front of us. We're going to start
in a painting there. Here. We're going to stick
to our mid range values. Here we have a good
high value range, a good low value range to get our shadowing and
all of that jazz in. Now, just like in our
universal workflow, what is really important
is that we get our shadows to read really well. I'm going to just rough in some value here and just
get this base paint in. I'm not worried too much
about neatness for now. We can just clean that up later. We'll probably focus on his head section for
this particular example, what I'm going to do
immediately as I start, this doesn't have to
be flats by the way. I know I flatted it a lot. It can just be really
loose and rough. What we're going to
do is now really start immediately
working on form shadows. We won't do initial big
shadows or anything, we're going to just start just getting those
form shadows in. Let's assume the light
sources here from the right. We're going to start working
in our form shadows. Now our value check
layer becomes extremely useful when we're
doing work like this. Because we want to constantly
be checking as the paints blending and what have you
that the values are reading. Well, here I utilize the
brush pressure to get me those varying degrees of darkness being the
actual elements. What I'm going to
strive to do is work in the shadows
in such a way that we start getting an idea of the form of this
particular robot. The reason this is a
chunky style we're using, the square brush, is that we're keeping the brush
strokes quite visible. We're not trying to
hide the brush strokes. We're not trying to have everything be super
smooth shaded. We don't mind the brush
strokes being quite visible. What I will do is
I'll proceed to just start painting
all of these sections. Getting the shadow read in, getting some elements to read using just the
light and the shadow. You can see I've
already painted in my ambient occlusion
on the edges. I'm thinking about the planes, where is light hitting,
where is light hitting? So we can get that form read. Now. I'm going to
move a little bit rapidly here for the
sake of your time, let's add in some lighting. Just a little bit of lights, we can add a nice highlight. Let's hew this up quite a
bit. Keep it nice and hard. Maybe he's very shiny, let's give him some eyes. We're going to work every
single element in this, starting from our midtone
values, mid values. The key thing to
remember is that whilst the form lining principle largely represents
the strict rules, so to speak, of how we want to light the workflow application. Once we know the workflow, the application of the workflow can vary based on what
we want to achieve. That's quite
important to remember because you can see that I'm not strictly following the
exact workflow we've learned. But I do use a lot
of my knowledge from that workflow to help me
implement all of these stages. I constantly ask myself,
what have I not done? Have I got the
occlusion shadows in? Are the ambient occlusion
shadows reading? Well, does this highlight
make sense at this zone, using that old picker
there as well to blend things that don't seem to
be working super well. Let's get some occlusion
shadows going here, the very dark occlusions and can actually put
a little highlight on each of these bolts. You can see how stroky the
look starts to become, how very traditional
the look starts to become when you can see
those brush strokes. Nevertheless, as I
work through this, I'm thinking about all
of the elements of our lighting workflow and
putting them in as necessary. It's going to clean up the
outside of this shape. You have to also keep in mind, you definitely want to be
hewing up when the light is hitting the surface without a correct he up as vibrant
as that one is there, the object will correct, the color will not
look correct and it can mess with the
lighting as well. Okay. You can see as well that I take a loose
approach and you'll want to have more
of a loose approach when you're doing soft shading, like we did for the
general lighting workflow. And that was done to
learn the workflow there, you really want to have a degree of subtlety and accuracy
in your gradients. But when you're doing
more painterly styles in the real world
with real materials, there does tend to be a large element of
randomness that occurs. Little brush, bristles, do
this and that on their own, they do things you
didn't intend to do. That is one thing that
creates the natural look. The other thing that creates
the natural look that if you want a stroke of your stroke
of paint to look natural, that you implement that
stroke naturally, right? You want to implement
that stroke naturally, which means you
need to be loose. What I'm going to do here
is I'm going to paint in some sockets for the eyes by putting a shadow
around the eyes here, we're getting an indented shadow around these robot sections. Then I can bring in some of this lighter value to shine on the inside of the
one side of the socket. And perhaps highlight the rim on the outside of the socket. The thing is you
want to remember that really the principles we've learned in our general
line workflow, we can mix and match, and play around with them
and do crazy things with them to get a painterly look
or any look that we want. In fact, we can
without lines at all. We don't need lines
of this course is focused on character
illustration painting, but you can using that workflow paint
without lines at all. All right, let's make this
design a little bit cooler. Let's give him, I don't know, some more design flare. Thinking like maybe some kind of stripe lets light that stripe. It's darker on one side might have a highlight
on the other. A little bit of a
highlight there, let's indent that as well. So here you can see I'm
effectively drawing, in a sense, with a paint, right? Let's add a slightly
higher value into here. Perhaps some light is
touching inside here. So what you can see as I
work on this piece is that I will implement
different lighting principles at different times. I don't work in this
very strict sense of, okay, I'm going to do flats, then I'm going to
do color variants, then I'm going to do x, Y, Z and work through the workflow. Now as I'm painting, I
really mainly work on, okay, what is the base value? Base color here, What is the shadows right?
And get those in. And then everything
else is just icing on the cake is just
decoration on the cake. Let's work a little bit
more on this piece. Going to make these fuel
pump sections here red. Maybe that's a little
bit too high value. All right, Let's light
this hydraulic section. Some kind of hydraulic section. Light it just to use a little bit of a
bigger brush there. You can see by lighting it, I've almost automatically built in the ambient
occlusion shadows. I'm just going to add them
in, additional ones there. We're going to these
little red bits hewing up as well in
our lights up too much. We added the highlight there. Let's add a highlight here. Let's pick from that
highlight, the piece. We're going to just put
little shadows in there. We can light a little
bit of them inside. We can have our
highlights creating a little bit of a rim
light on these guys. Actually, it would
be the other side. Mind you like that. All right. We can make
this section more gray, Light it up a little bit, but we want to remember shadows, shadow saw, show
shadow, shadows. Shadows are everything
you can see that we would continue
throughout the piece like this section by section. All right, adapting the
workflow as we need it. Determining what is in
light, what is in shadow, and really achieving that
painterly style of the brush. This particular
brush does help in this instance because it's not round, it doesn't
look digital, it looks traditional, it
looks very painterly, almost all painterly in a way. Remember your stages, remember your ambient occlusion,
et cetera, et cetera. That is effectively how you
achieve a paintly style. Let me just say one last thing. You want to keep in mind that when you're working
on more paintly styles, you want to use more
of the workflow. You may be
implementing things at different times as you're
working through the piece. You don't have such
a strict workflow. The fundamentals don't change, the stages don't change, but the workflow doesn't remain
as strict as it once was. Great, I'll see you
in the next lesson.
6. Achieving Smooth Painterly Style Painting: In this lesson, we're
going to take a look at a smooth painterly style. But instead of a demo, we're
really going to look at a key principle that defines this painting
style compared to, say, the chunky painterly
style that we've looked at previously
or compared to, say, the smooth shading style that we looked at
in module three. What we're going
to take a look at here is we're going to be focusing on edges when you want to move to a smooth painting style or
a painterly style that's moving more toward
a realistic type of style or realistic
type of painting. The edge consideration becomes one of your number
one key priorities. If we take a look
at this cast shadow over here on Kari's nose, we can see that the edge
that faces the light is hard and the edge that faces away from the light
is quite soft. Similarly, we see a similar
effect happening here, the cast shadow of the neck. It's harder at this point, and yet it tapers
at these points. Even when we're talking
about the high lights, look at the high
light on the nose. The edge that faces
the light is harder. The edge that faces
away is softer. This is a key principle, and it does require some intentional
thought and time investment to ask yourself, which edge is going
to be harder? Which edge is going to be softer based on the
direction of light? Based on the planes you can see as well that
here the planes of Mi's nose do something like this as it moves into
her forehead area. We really can't put a
hard form shadow here. It would look very
strange to have a solid hard form
shadow line there. Yet we do have a hard edge here. And the reason
being is because of the eyelid flap and the
folding of the skin, it causes that form
shadow that is generally soft to have a very hard edge on the one side as we climb
into another plane, which is the plane
of the eyelid. When you're pursuing more
advanced painterly type styles and you're using all the
elements of the workflow. Occlusion shadows, ambient
occlusion shadows, cast shadows,
secondary lighting, reflected lighting, et cetera. You'll want to be
paying attention to how you manage your edges. That's the end of this lesson.
7. Achieving Comic Book Style Colouring: Comic book style
coloring really is a simplified type of coloring that is
designed for efficiency. When you have a massive
comic book project and you want to create color pages
of every single block, it can take quite some time. If you're going to be doing a high end painting technique. Efficiency underlies
the general thinking behind comic book coloring. Now, not too dissimilar from our flats and gradient
style coloring, our simplified coloring style, we fill in flat layers
of the colors we want. However, in this instance, we don't just stick
to the pastel ranges. We can pick and choose
where we want to do advanced lighting on
any of the surfaces. It's up to you whether you want to add reflected lighting, whether you want that
reflected lighting to be hard or soft,
or what have you. But think about the
underlying value of efficiency when it comes to coloring and
comic book style work. Now, one of those properties
of efficiencies that speak, obviously this is not
true of every style. But generally speaking, comic
books have an inking phase. They go from pencils to inks where an incher
dedicated Inca will ink it, and then it moves from
inks into coloring. The inking stage and the
penciling stage both indicate generally shadowed areas that by the time the final illustration
comes to the colorist, a lot of the shadowed areas are pretty much already there. And depending on the
style, you may have highlight areas
indicated as well. In the particular way that I've drawn Chrono Viper over here, we have the highlight areas as empty shapes and shadowed
areas as stroked in shapes. That takes away a lot of
the work of adding in detailed form shatters
because the pencil or the Inca has gone ahead and
done that stage already. In some sense of style, you could argue that, yes, maybe this illustration is fine as it is even
in its colored form. A simple as it may be
because many things are already indicated and it has
a very finished look to it. And that's really just because
comic book style work and more cartoon or styles
work tends to have a very heavy emphasis
on the lines, a much lighter emphasis on the actual coloring of
the painting itself. What we're going to do
is we're going to go ahead here and work on the suit. We've got all our flats all separated on individual layers. I'm going to just put
in here suit lighting. And I'm going to clip it down so that we're only
painting on the suit. What I'm going to do first
is just grab the soft brush, grab a darker value of the suit. Just gently brush in shadow, just some general shadows. Now really you can scale this. How hard core do you want
to go with the shadows? Do you want to
really spend tons of time on it or do
you want to just keep it more simplified? It's up to you.
We're going to keep it fairly simplified
in this example. And I'm just putting shadow in a very general way where I
think there would be shadows. I'm not even going
to worry about cast shadows or crazy occlusion shadows
or anything like that. Just going to generally get
some shadows in. All right. I'm going to then use the Inca flat brush and get a slightly higher
value of the suit. And I'm going to
go ahead and paint in all of the areas that are
marked as the light areas. While I do this, I'll tell you a little bit about
the character. This is a character that I
created called Chrono Viper. She's a hero shooters
style character where you could
play her in a game. She has three teleport
pads that she can install across an area of a map or a location where
the battle is happening. She can teleport
between the three of them so that she has a lot
of variable sight lines. She's snipping the enemy
team, or what have you. The character is built
around that concept. She's very mobile. She can
climb walls and whatnot, and climb up obstacles. That makes her quite
a deadly enemy. Although I would
assume she would be a much lower health character in that particular game because you want to keep
things balanced. All right, here I've done
these top suit sections. I've just started filling in
some of those highlights. You can see really, we're
keeping things simple and straightforward
and we're letting the lines do the
bulk of the work. Now I must say, doing the flat falls still takes as long as it
usually will take. That really is the longest
part of the process, but once the flats are done, you can actually finish
the entire image in a relatively
short space of time. The full demo of
Chrono Vipers start to finish coloring process
is in the course. In the next module I would move through each
of the zones doing this, putting in light
shadows and putting in hard edged highlights wherever they have been marked as such. Again, remember you have all the elements of the form lining principle
at your disposal. Use what you like where
you'd like to use it. I'm going to move
straight through to the finished shading of this piece that's without
the shadows and the lights. And that is with the shadows. And the lights also included
an added specular layer for the light on the lips and what have you and for all
the white highlights. We can just compare versions. You can take it quite far, you can take it to quite
an appealing level. This particular piece only
has a key light in it and a shadowed area doesn't have three point lighting or reflected lighting or
anything like that. It's because I really wanted it to have
more of a comic book, to have a faster workflow. Then I've gone and
added in little extras like having painted
this red dissection. Just added a soft
brush red over, it appears to be glowing. Similarly, I added
a soft brush glow behind these gray shapes, it appears that there's some
underlying light source on the teleport pads. Otherwise, the workflow is
pretty straightforward. Nothing too
complicated about it. Then let's move over to
the final adjustments where we had done an
overlay layer and done some tweaking to the image and made it
a little bit brighter. The reason I made
it a little bit brighter in this instance is I tend to be a little
bit dark in my values. I wanted to stand out on a
white background so that it's still read quite clearly on a white background without
being too contrasty. Even now, it may be still a
little bit too contrasty. I'm still deciding that is
comic book style coloring, it is pretty straightforward. The key differentiator
is that usually the illustrations already
indicating the form shadows. Also, you're not just
picking past style colors, you're picking any colors that you'd like in the
particular piece. That is it for our overview of stylization and I will see
you guys in the next module.