Transcripts
1. Introduction: Welcome to Module five and welcome to the coloring
and painting demos. In this module, we're
going to be taking a look at commentated
T lapsed demos, and then you're presented with a full demo of the
entire workflow. Now it's important to note
that the full demo is, in fact, also time lapsed, and that is to keep file sizes down for the platform
as well as to make sure that you're
not going to spend up to 10 hours watching a demo. It's still at a pace that
you can follow and see everything in granular detail,
so don't worry about that. Do know that higher
end painting styles, particularly something like Kami or something that has a lot of edge control and is employing all the steps of the
form Lining principle. We typically take a lot
longer, and of course, more simplistic styles
take a lot quicker. I think on average, I would average between
around eight to 12 hours for very high end painting and 3-5 hours for a lower or more
simplified style of painting. Keep that in mind.
I'm really excited for you to see these
full on workflows, and I hope you're going to
get a lot from the demos. Do watch and rewatch them. This is how you really learn and how you really grasp
some of the nuance, and I'll see you
guys in the demos.
2. Timelapse Commentary- Carmi: Hello and welcome to
the Carmi time lapse, and we're going to take a look and I'm
going to commentate through as we take a
look at this workflow. Now it's running at
quite a fast speed, but I'll pause along the way
to discuss certain things. So you can see there
that I'm in photoshop. We just finished the flats, and I've moved toward doing the all important
shadows phase here. There were no color variants
on this particular piece, but I tried to add
them in later. And you're going to see
quite a stock change to what I decide to do with
her as we move along. So here I'm following
our typical soft shading workflow, and going in, working the shadows, But
I started to think to myself as I was doing
this that I didn't want this particular piece
to look soft shaded. In fact, the project that
I was working on for her actually had more
of a painterly style. And while I can achieve
this in photoshop, I decided to at some point, move into coral painter
and use some of its painterly brushes to give the piece more
of a painterly look, and so I actually
start from scratch. But I did want to show you
how things can change. When you decide you want to get a different look or
a different style or that a particular coloring style is not working on your drawing. It's okay. Don't worry
about it, don't panic. Just go ahead and make the
changes that you want. So she was coming along fine. There was no issues
with the stylezation. But I just felt that the stylzation wasn't suiting
the project very well. And you'll see me switch
to Coral painter. Sometimes when I'm
conceptualizing a character and drawing
in the breasts. I know that in this
particular instance, this character has
quite large breasts. It's strange because
I never actually intend them to have
large breasts. It's just the way
that I draw them. I'm trying to think
about the masses, and I think sometimes I end
up overpportionalizing them. But we did have to
tone down that area. You've seen her true
final of this piece. She's actually got a stripe over that area that
I just painted in, didn't even draw it in. So here, what I'm doing is, I'm using the square brush
and photoshop there briefly, and I wanted to get
a photoshop type of brushed look, but I
wasn't happy with it. So you can see immediately here, we switched to coral
paint to 2015. And really, let me say as well, we're talking about
Coral Painter, you really need only
one version of it. This is a 2017 piece. But Coral Painter
from about 20:10, 2011 onwards, didn't
really change much. So if you have a version
from Ben onwards, it's pretty much the same thing. And so here I go in and start doing the normal work
flow of shadowing. I did some extra
work on the face, and that was because I wanted to test the entire
workflow on her face, just to make sure
that I was happy with the way the stylization
was coming out. I looked a little
bit more painted, a little bit more brush
stroke as I moved through. And so then once that
area gets well done, I then go and do the standard work flow through
every other element. So obviously here, I'm
working on the hair. We're doing the hair shadows. And I do jump around
a little bit. Making sure everything's
working fine on the face. And this is quite
a milestone piece for me, this particular piece. Every now and
again, I do a piece that goes beyond my expectations of what I was personally
capable of achieving, and you'll find as well
in your art journey that you're constantly growing. You'll have plateaus,
and then you will have times when you're
reaching high peaks, and then your plateau
a little bit, and then you'll
reach another peak. And that really is just
the nature of art, and I think the
nature of many things that are skill based, the more you work on it, the better you get, just keep going. And so here, just again doing the shadow phase
and really really, really investing
time in the shadows, thinking about them,
modifying them, adjusting them as necessary, and then moving on
to the light phase. Looking at it now, I feel like there wasn't enough
contrast in a lot of areas. But fortunately, as we know, we can use adjustments
just to help us out, bring in some extra shadows, bring in some extra occlusion. As long as we've thought carefully about the
placement of those shadows. And so they're doing
the reflected lighting. And so hopefully by now, this isn't unfamiliar
to you in terms of every particular thing
that I'm doing in the piece. You could say, k, well, he's doing specularity
on the jewel, he's doing the lighting phase or he's doing the
highlights phase, and that's exactly how you
want to look at and see art. I would hate it if you
were at this stage, and you felt that, you know, there's some kind of in talent
or something like that. I mean, there really
isn't. I'm not actually naturally
talented at art at all. It's really just learning, just learning,
learning, learning. I'm pretty much
more mathematically oriented, strangely enough. But I really loved art, and I admired people
who did it well, especially in my sort of early 20s, and that's
when I decided, Hey, I really want to do this, and I'm going to do whatever
it takes to do this. Proving to myself and
also proving to a lot of my students that it's not
a talent based thing. It's a dedication and
a passion based thing. If you've got the passion,
if you have the dedication, you can certainly excel
and be great at art. And so here doing the material
rendering of the gold. And gold, in particular, whether it's silky tup
of gold or actual gold, you really want to have very good contrast between
the highlights, the light, and in the shadows, because
that strong contrast is what makes it look like
a gold tup of material. If the contrast is too subtle, it looks kind of yellow or
tardy. It doesn't look right. You can see how sort of glinty the highlights are
on those gold sections. Moving with gloves.
And you can see, particularly looking at
coral paint on the right, not really much different
from photoshop. In fact, as I've said before, most art software, good art
software is quite similar. You have layers, layer modes, and things you can
do on the layers. You have a color
picker, color panel there with huge
saturation in value, and then you have a
little navigator window. All the elements, of
course, with Kari as well. She's been flatted out, so
she has separate elements. Of course, if she was
going to be truly painted, probably I would have done
a less refined drawing for one because she didn't
need to be so illustrative, if she was going
to be a painting. But also, I probably would have just worked on a single layer. There's no problem
doing that to just make sure that you're
applying in your mind, you're applying each of the elements of the formating
principle to that section. Working on similar
colored areas, the butt in the
belt and the scarf, and then moving on to the specularity of the gloss
potions and what have you, adding gradients, adding
lights, shadows to them. They're actually transparent. There is really nothing there. I'm not painting the gloss,
any particular color. I'm just putting the highlights
onto the shape really, and letting the
highlights make the form read and adding the reflected lighting
there to the gloves. And once again,
I'll emphasize that you really want to
understand the planes, think carefully about how the
three d object is rotating, and that helps you decide, well, should there be a
reflected light here, would light actually
hit this area or not? And you know, on the one hand, I want to say that's all
there is to it in a sense, because once you know the
form lining principle, then you just
determine where are these elements of the form lining principle going
to hit on the form. Of course, when you do
understand the edge control, which I'm sure you do by now, you don't want to have things that look like brush strokes. You want things to gradient, and they can look like a stroke, perhaps on speculars or
areas that need hot edges. But you want to keep things kind of smooth, not very sharp. Digital has a tendency to
be way way way too sharp. And it's one of the
very first things I'd learned about digital was, don't get caught up in
the sharpness of digital. Real paint is a lot softer, and it makes it a lot easier for the viewers eye to move around the piece, just
like real paintings. Here I'm back into Photoshop now and doing my
post production. And Photoshop is excellent for post production or production. It's also excellent
for post production. I couldn't do the level of
finish I do without photoshop. You can see I'm doing some
actual adjustments on the design using the Warp tools and the warp selection
tools there. And that is me checking
out different designs. We decided as a
team that there was a bit too much visible
area for her waist area. So it wasn't a problem. Just put a nice
cross design there and it actually fitted quite
nicely and worked out well. And that is the end
of the time laps. And I hope that was useful. Do take a look at the full demo, and I will see you
guys in the next demo.
3. Timelapse Commentary: Your Call: L et's now take a look at this time maps for
the piece, your call. And it's more of a a
manga styled piece, a little bit more of
a manga style piece, just in the drawing style and
also in the painting style. And you see I go here and I do a gray flatfill
of everything. This really isn't
actually necessary. It ends up not being
necessary at all because when you're flat
filling all the separate areas, you already have
this filled in area. Sometimes I do this
because I want to make sure that no matter how
many effects I'm doing, everything is still staying
within these initial bounds. But to be honest with you, I don't do this anymore. It's really actually is
a waste of time for me. What I would rather
do now if I wanted this is I go and select
all the flat fold areas, merge them on a layer,
and just make it gray. And then I can have that as my shape selection or my
silhouette selection, if I want to move all
the elements in one go. Think of it as a
sort of a staying in the lines type of tool. But anyway, we do
the gray flatfll, and then we go into doing
all of our normal flatflls. And what I'm doing here is
by using the layer ordering, as long as I keep The background layers behind and the foreground layers in front. I don't have to be super
accurate with the falls. That said, it's probably better to be more
accurate with the fulls, just in terms of more easily
doing certain types of shadows on edges like the amboion shadows and
some occlusion shadows. This piece was a bit of
a time pressure piece. I was taking some shortcuts. And honestly, I don't
recommend shortcuts. I mean, efficiency tools is one thing, shortcuts is another. But nothing unusual that you haven't already seen in
terms of the workflow. Just going ahead
and flat filling. Keep in mind that the
more elements you draw, the more individual
elements you draw, the more details you draw, the more fills you're
going to need to do. Sometimes it may be
better to temper your enthusiasm to
add millions of accessories and things
because of course, all those elements, if there are different colors or
different values, they're going to require
separate flat fills. And there I was slightly
playing with the opacity of the lines just to see if I could soften the lines
up a little bit. I do believe I go ahead and
color the lines as we've been doing so you can see, I also added those
details to the cards, and so they're going to need
their own falls as well. I really don't
like flat filling. In fact, I'm sure that as
you're working in your pieces, you start to realize flat
filling is very time consuming, and it's not a very
complex activity, so you get bored to doing it. I usually listen
to a movie while I'm doing it or I
listen to some music, and even music can
get repetitive. I'd recommend putting on some blue rays or DVDs
or what have you. Or stream from Netflix
or what have you, and just just get it done. I know it's a bit of a pain, but it does make the rest of the
workflow ridiculously fast. I mean, so you
could go and paint one thing at a time. You
could totally do that. But if you get all your
falls done in the beginning, it really is a time saver. Here, I'm using the
digital tools to actually help me figure
out the color scheme. I didn't think about
it beforehand. I just use the hue
saturation adjustment to see what works, see what colors I feel
look good together. On that note, color really does tend to be quite subjective. There are some major
color groupings that generally look
good together, but for the most part,
it's quite subjective, and I think you can easily
do it on instinct and not messed up as long as your fundamental
drawing is good, and you've got a very solid understanding of
color and light, which hopefully by
now, you should have. There we go for the
shadowing stage. I'm going for a
soft shaded look, but you'll see that I'm trying to keep a lot of the
workflow more simplified. I'm not doing crazy
accurate shadows, a little bit of subsurface
there on the skin. And a lot of soft brush
usage. Keeping things soft. Remember that a soft edge really basically says,
Hey, don't look at me. I'm soft, maybe interpret
me in a weird way, whereas a hard edge shadow
is a bold statement, the soft edge shadow
is more ambiguous. When you start using a
lot more soft edges, things become a
lot more implied. You have a lot more implied
detail than stated detail. And implied detail
can be very useful for guiding the viewer's eye to areas that are stated detail. Particularly in a
character piece, the eyes, the face, usually, those are
your focal points. You can keep everywhere
else a little bit softer and then harden
up on the face there. I was just changing
some brushes, making a new brush there,
modifying some settings. Putting in some cars
shadows here for the hair, which are those
hard edge shadows. Another tip I would recommend is leave the actual
eye detailing to last. When you detail the eyes and even in drawing,
even in painting. When it comes to
painting the yes, if you paint them in early, the piece can feel finished
before you're actually finished because that's how strong they are
of a focal point, and it's our human
nature to want to engage people by
looking at their eyes. So try to leave the eyes flat. You can see I haven't really
touched them apart from giving the RS a color
and the eye ball, you know, it's base sort
of light gray value there. But yeah, leave it for last. Even here, I'm doing
the painting technique, but a very quick version of it, a more simplified version, not too heavily
detailed in the hair. But each section really receiving its treatment
of shadow lights. I don't think I've done
highlights at this stage yet. And that's kind of
where I start making stylistic choices
because in this piece, it's not going to be a sort of a soft shaded style with a
lot of the flining principle. We're going to kind of simplify the highlights
and simplify the reflected lights with
just hard edged thick color. So you'll see that
happening shortly. Now, always remember that if you have a good drawing
that is badly painted, it's still a good drawing. If you have a bad drawing
that is well painted, it's still a bad drawing. So you really want
to make sure that your drawing is 100% as
good as humanly possible, as good as it can be,
that you're completely satisfied with the drawing
before you even touch color. Color and paint is really just another level on
top of that structure. That's not to say that you can't in vert commas draw with paint, certainly you can, you
can paint straight out. You don't need a drawing,
but you want to then make sure that your fundamental
structure is solid. And if you are going
to just use paint, then what you're going
to want to be doing is creating the forms with
the light in the shadow, primarily focusing
on the shadows. Building up the structure
like that and then only later moving into detail
as you're adding in all the elements of the
form lighting workflow. Here you can see I'm
starting to move into lights and highlights, The hair is going to
get pretty light. Once again, on the hair, you want to pick
really one zone. Maybe two, but generally one zone where there
are going to be the lightest lights and just leave the lights
on that one zone. In here, you'll see I do these particular highlights
just on one section, and I keep my percentage of
the form lighting principle. If you think about
it, what percentage would specular or the highlight of the form lighting
principle be. It's a very small
percentage. It's 10%, maybe even 5% of the entire form of that
form lighting sphere. You want to think
about your usage of the highlights in that way. Here and the here, I keep
it very, very minimal. When you start overdoing it, you lose the effects. You have to show restraint
with highlights. And so here I'm playing with various styles in terms of what I'm doing
with the lighting. Some of it soft edged,
some of it hard edged. You know what are these
stones? Are they gems? Are they opaque? Are
they transparent? And you can see they're
pretty hard edged specular, still not touching the eyes, and I'm doing some light
stylization on the metal. And then there we move into
doing the lights in the eye. You can see immediately
the minute you do that. Suddenly, the piece
seems finished. Arguably you could
leave it at that. But I know that I've still
got some work to do. I've got areas that
need lighting. You can see I've taken a
very hard edged approach there with the reflected
light forward slash could possibly be
secondary lights. And this just goes again
to kind of simplifying, when you start simplifying certain elements of the
form lighting workflow, then you get your
more coloring type of styles, less painting styles. And really, painterly
style these days, you know, historically, it was because they were using paint and brushes that
things looked bruh. But as you know, we moved
into the 19th century, and we started
having air brushing and all of these other looks, Painter style became a
thing where it was a style. It wasn't just well, this is how paintings
look because of the brush strokes.
I became a style. And so it really is
a matter of seeing those edges and having gradients that are
not smooth gradients, but they are stroked gradients where you can see
those brush edges. And so here nearing the
end of the workflow, adding in some
secondary light there, just very hard edged. It gives it a particular
comic book style look a little bit more
advanced than comics, but gives it that kind of look. Seems I went against my idea
of the blue, kept it white. I think I might
bring in blue again. I'm not sure. Testing out a
light there on the clothe. Here we're just adding some
extra soft lighting into a face. It's quite hard. It can be quite hard to find a balance when you're
trying to achieve a particular simplistic
style because as you add those layers
of form ning principle, then you're moving up the realism expectations
of the piece. I decided the cards
needed more texture, so I just added these lines, just to give them a bit more of a printed look, I suppose. I decided I wanted to go with this theme the deck
of Cards theme. It's a pretty subtle effect. The rest was really just layout. The piece was pretty
much done from here. I did some other changes, I rotated on the page, I played with a
page composition, nothing major, film lighting principle lighting
related ready. Flipping the image, making sure she looks okay from both sides. That's in the image me mage image rotation
flip horizontal. And there's our overlay
layer to balance the colors. So really just
final adjustments, I'm doing some over painting. Playing with a design.
I'm never really sure where I'm supposed
to put my signature. If I could, I'd just leave it
out to be honest with you. Most people don't even
know what that symbol is, I just put it in for copyright
reasons to just say, Hey, that's my signature. But I hate it. It's a compositional nightmare. I like pieces to really
just speak for themselves. I'm using the liquefied
tool there just to do some slide
shape adjustments. And you can see, I mean, this is just really in your
post production phase, trying to get that final loud. What would look like
if you printed it? Where should I put the logo
or the signature if you will? What kind of graphics could
I do to enhance the piece. And to be fair, I actually think these subs of things really
just detract from the work. And I spend way too much time filling around
with those things, but I should probably
just do another piece of artwork, to be
honest with you. But effectively, that is
about it for this commentary. There's just a few little
touch ups that I do, but we've been through
the bulk of the workflow, and I think you get
the general idea of how you can really manipulate the form lighting principle
to achieve varying degree, varying scale degrees
of looks in your work. And so you want to start
with the most complex one. You want to learn the
most complex one, which is that full lighting workflow that we've gone through and understanding all these principles of light and color. And when you know the
hard core crazy rules, then you can move to scaling it up or down as you need to. Looks like I decided
there were actually some additional touch
ups to be done. Particularly with the highlights
on the clothing there, just to show up the
forms a little bit more. What I'm doing is
I'm actually doing the secret hair technique that
I'm painting those lights, and then I'm soft
erasing them out. Give them a subtle look. And the lines can see
some of the lines have a bit of brown on them just
to soften the line look. It's quite strange, actually. I'm quite convinced that I was done just now, but
clearly I'm not. This does happen
to me sometimes. I probably put the piece
down for a few days, looked at it again and said, Hey, there's some stuff
I want to change. Let me say that you don't have to do everything in one go. You really don't. Adding in some car shadows
on the cards there and doing some over
painting on the lips. I must say, though,
I don't feel like this extra nit picking
made too much of a difference overall that's one of the problems of the ages, W is a piece finished? Who knows? It's finished when
you decide it's finished. And this was more of
playing with a story. Maybe she was hiding cards. She's cheating at the game
or something like that. That should be the
end of the piece. Let's take a look at the
time flow here. The end. So I will see you guys in
the next Traps commentary. Do take a look at
the full workflow. Show you we'll find
some nuances in there. I'll see you guys in the
next taps commentary.
4. Timelapse Commentary: ChronoViper: Welcome to the
Chrono viper T labs, and we're picking up really just after the flats
have been completed. And I've gone ahead and started
working on the skin layer and adding in some soft shadows and a little bit of
subsurface scattering. Now, this piece is a very
comic book style look. The illustration is a
very comic book style. And so I want to keep things pretty simple,
pretty straightforward. And a lot of the times with
comic book style work, the highlights and the shadows, as we've seen in the
coloring style section, are usually marked out. And I think a lot of the time, the colorist has
limited freedom, particularly in a
comic book workflow. They have limited freedom of
where they can place lights. A lot of the art direction in that regard is done by
the comic book artist. Of course, it depends
on the title, depends on the artist. But a lot of the time they stipulate where the lights
should be and where the shadow should be because
they're deciding how the form needs to
read in the pencils. The inker as well needs to follow the direction
of the pencil, which is basically the primary
artist in a comic book. Here, the workflow
that I'll move th is really nothing
you haven't seen before We're working on the
individual flat layers. And adding in the general
big shadow stage, you could say, really keeping things simple and also
making sure things read. Here on the hand, for example, the suit is really
this gray color. The gun is also a dark gray. There can be a lot
of confusion to the viewer if they can't differentiate the
different shapes. And so what I did
there on the hand is that I lightened the
values of the shadows. And really, that's done purely
for viewer understanding. It's not really even
necessarily light theory. It's more about manipulating
that composition so that the image is still
communicating clearly. Here I'm moving into
doing the flatfiles, of all the lit areas. Now he suit is probably some glossy nylon or some kind
of plastic based material. It has very hard
edged highlights. Something to definitely keep in mind with these sort of pieces is that when you're going
for a comic book style look, you want the lines
to do the talking. And so you don't
want your coloring, your lining, your painting, to mess up all the
time investment that you've given to the lines or to hide the lines too much. And I've found quite often that when you're trying to do a very high end
painting workflow. Maybe you're going
for realism or you're going for a very
chunky painterly style, that when you're doing that on lines that have got a
lot of work put into them, something's going to lose out. Either the painting
style is not going to work well or read well, or you're going to have to
over paint a lot of the lines. And really, if you want
more painterly work, you tend to keep a
lot of thinner lines, a lot less detail in the areas because
you're going to be over painting
that line detail. But when you're going for more
of a line based art work, you want to keep
things more simple. Keep the coloring slightly more simplified and have
your lines read. Here using hard
edged highlights, raising them to really just
get that kind of metal look. Actually end up playing
around with that a little bit more on that the blade
area of the gun. There I was actually trying
to figure out what layer that blade at the end
of a ponytail was on. I eventually found it. I don't know what layer. I put it on. It was showing a
layer with something, and I got totally lost. Now I'm doing all
these red sections, giving them some shadow, and I'll do a highlight
pass as well, a light forward slash
highlight pass. Also, keep in mind,
don't add speculars to things that just aren't
specular materials. Obviously, that's going to change how the viewer is going to interpret
that material type. What I was doing there is using a soft brush to kind of create an under glow lighting
effect on the teleport pads. I do it here on the gun as well. I give it a bit of a highlight. And then I go right on top of
the layer to the gun base. Give it a slight glow, so it seems like there's some
light scattering happening. And then I realized pretty
late in the game that her top lip shadow needs to be a little bit
darker than the bottom lip. That particular thing
really makes lips read that the top lip is
darker than the bottom lip, ply because of the
planes, not that we want to apply to hard core
lighting theory, but because of the planes. The top lip plane faces down, so it's usually a
lot more shadowed, and it'll pick up some reflected
light from the ground. And the bottom lips plane
obviously faces up, so it's usually a lot more lit. It's actually a quick trick, even when you're
just using pencils to get really good looking lips, by making sure the
top lip is dark, and the bottom lip
is somewhat lighter. A Now, it's very likely that
you've already done character art school
complete character drawing. But if you haven't, you
can take that course and have a look at how to achieve
multiple styles of drawing. Because of course, drawing
itself has multiple styles, all the way from
realism, all the way down to simplified cartoons. Here I'm going into the layer, and then I just duplicate it
and I do some adjustments. I'll do a little bit more
adjustments because I noticed she was a little bit dark
on the white background. It's also easier to lighten docs than it
is to darken lights. So it is better if you
work slightly darker and bring up the light rather
than working too light, and then you're kind of in
trouble with the shadows. And that is pretty much the end of that
workflow commentary. At the end there I
was just applying a photoshop effect
called stroke, which was giving a gray
border line to everything. It's really just just a little
effect and added effect. I didn't go with it in the
end of the day. I tried it. I didn't really go
with it. And I'll see you guys in the
next commentary.
5. Timelapse Commentary: Hiding Something: Welcome to the Hyding
something demo, and we're picking up right after the flats and going
to color variations. This is obviously
a piece that you should probably be
quite familiar with. This particular character was created specifically
for this course. I wanted to have a very, very clear workflow for you guys. And so you probably already know all the
phases of the workflow, but I wanted to
include this demo as a nice long kind of overview of what you've learned in terms of applying
the form lining principle, having all of the stages of the form lining principle
applied in a piece. And so we've done
color variations. We've moved to the
skin there, and I'm going ahead and
adding in the shadows. And we know that
we want to do our general big shadows first, then our ambient
occlusion shadows, then our form shadows,
which I'm doing here. And then wherever we can, where we feel necessary, adding in those car shadows
and the occlusion shadows. I know by now you've probably tired of hearing me say this, but I really repeat myself just to emphasize how important
certain things are. And the shadows really
are everything. You want to really, really overinvest
in the shadows. This entire piece's
total painting time was somewhere around
5.5 to 6 hours. I'll see the time lapsed full demo is a
little bit shorter. I think it's somewhere
around 2.5 to three. And a lot of that time
is the shadowing phase. Trying to make sure that the shadows are
placed correctly, asking myself, is the
form reading well? Does this seem to make logical
sense in three D space, where I'm placing the shadows? Also checking, where
do I need a cost? Where do I need occlusion? Where do I need
ambient occlusion? Is an edge not reading because the ambient occlusion is
too light or too dark, is the edge of brush strokes too hard at
some places or too soft. No doubt you've experienced
throughout the course, just how complex the
theory itself is. Really applying the workflow is pretty simple and
pretty straightforward once you understand
the theory and you have a logical
workflow to follow. Applying it's not really hard. You just follow the steps. But you start seeing
how complex light is, and even how much further you could take the
lighting in something, moving the light sources
around the piece, and also considering
different material types. So here I'm just continuing
to work the shadows. I really just want
to think about where I'm placing these things. Her stomach area, you may notice the shadowing looks more toward realism in terms of the way that the light and shadow move over
the muscle area. And that really is me looking at reference images and looking and abstracting really the light in the shadowed areas of
the stomach region. And then I just rinse and repeat those same shapes that I
learned maybe a few years ago. And really talking about
the topic of reference as well, use it when you need it. Really use it when you need it. Obviously, don't
steal, but you want to take the core principles from the reference and then
reapply them in your work. Another thing to note is really
that real life reference, particularly when you're
doing reference for painting, you're looking at
light and shadow is substantially different from
photographic reference. Cameras are not as accurate
as our eyes, just in general, but particularly in terms of how our eyes handle contrast, cameras don't have this sort of dynamic contrast
capability that eyes have. And so whenever possible, really observe the
world around you and look at how light is working
on certain surfaces, different skin types,
different weather conditions, different lighting conditions. Start trying to memorize
how that might look, what kind of brush
you might need to achieve that effect
or what kind of hue saturation or reflected lighting colors or values
you might need to pick. And so I'm moving through
the piece here step by step. I'm going to increase
the speed just a little bit to get us through
it a bit quicker. You can see immediately,
you add just simple, soft shadow to a flat, and suddenly it's
three dimensional. That once again is a testament
to the power of shadows. On that note, there
are artists who actually flat to
the shadow value. They flat to the shadow value. This might be you, right? Doesn't nothing changes
about our theory, but they flat to
the shadow value. We've been flatting
to a mid tone, essentially, or a mid
tone local color. They flat to the shadow value, and they only paint
in the light. And perhaps if you
think like that, I don't know many people
who do, to be honest. But if you do think like that, there's nothing wrong with it. You've just then already
done the shadows stage, and you'll have to then overinvest in your
lighting stage, so it just gets reversed. But nothing will ever
change that sort of fundamental rule
of the two values. The two values have to read. Light and shadow have to read. Light and shadow have
to build the form. And no doubt, if you've
done character art school, complete character
drawing, and now you're doing
character art school, complete coloring and painting. You might think, Wow.
There are a lot of rules. And that is realism. Realism has these rules. There are rules that we need
to create things that look realistic or that can at least appear to be
believable in some sense, they're in space,
they're in time, they have, they have light. And what we do is we find our freedom and our creative
freedom within the rules. And there's plenty of
freedom within the rules. You can effectively create
any kind of creature, any kind of being, any kind of person, any kind
of world. It's unlimited. That's one of the wonderful
things about realism. There is really clear
communication happening. This is this creature and
this lives in this world. It's this person with this
personality, et cetera. So we're moving on to
the light stage here. This is my full workflow
of that lighting stage. I'm very careful
to not go crazy, mainly put it in the lit areas, carefully consider, where
does the light belong? Once again on the hair,
I've mentioned it before. I'm mention it again
for your sake. Chill out with the high
lights on the hair, really chill out with them. Keep it to sort of one zone, maybe two, and you'll
have decent looking here. Moving on to the reflected
lighting stage here. Really, this is just picking and choosing those reflected
lighting zones. It's going to speed
it up a little bit. Thinking about the planes,
which planes face downwards, and also making sure
that that gradient edge doesn't look like a stripe, at least in this
particular workflow, that it gradients n into the
color it's flowing into. So under the shells, they pick up a little bit of
reflected light. Now we're moving on to
highlight stage one. Just getting those
very bright lights in being even more tempered now than we were
with the lighting stage. Only a few zones are going
to get this extra light. And using it there as well. Tempered on the hair,
holding up those forms. And going from element element and really just
following our workflow. This workflow really
has a lot of power. There's a lot of power
in the workflow. You've seen the capability to scale up scale
down in what can't you do once you know
the form lining principle. It's not
much you can't do. We move on to the
speculates on the ice, and we'll go and put a few speculates on
other areas as well. You can see me taking
out certain lines. Doing the speculars on the
sort of octopus leg there. She's not quite a mermaid. And the idea was really that she had a little bit
of creepiness to her. She's got elf ears. She's
got a knife behind her back. She's got octopus legs, yet she's still quite pretty. She's still quite beautiful. And I was playing around with using a green
secondary light. Maybe I should have at
the end of the day, but I want to keep things
sort of standardized a little bit because that would have added to the eeriness
of the piece. You're not sure if you
can trust her or not. And then sort of the
color would have linked into her eye color. You know, green doesn't
necessarily seem good in some circumstances,
particularly underwater. In a forest, it's okay. Underwater, it's a little
bit weird, glowing green. So there we are adding
the secondary lighting. And really, we're doing like a nice soft brushed stroke first, and then we go in to the lit area and kind
of brighten it up. We do that obviously
because we want to keep that edge
nice and smooth, considering all the areas
where that light would touch, enhancing
where necessary. Adding little secondary
light speakers into the eye, just gives us a
nice dynamic feel. And then working on the
costs and the occlusions. I think I actually want to go
back and change that cost. I I don't really like
the angle of it. I think it's okay. It's fine. It reads to a reasonable level. But it's just I suppose my
subjective view that hey, you know what, I'd like to
give it a bit more of a curve. The final one that
we ended up with, give it a bit more of a curve. Well though, I guess it's okay. So here I move into our first
adjustments before we start doing some of the finishing things and I was
playing around with, possibly changing some
of the hues of elements. In the end, I
decided, for the sake of keeping everything
standardized. We'll just keep it the same. We won't do any crazy changes. Moving subsurface scattering, putting a little bit
of makeup on our eyes. Also using that
soft light layer, which is above the skin layer
and skin lighting there. And then we go into the so called secret
hair painting technique. I wanted to call it Scott's secret hair painting technique because I do consider it mine, but let's just call it the secret hair
painting technique and you guys can have it. And so here, I want to just emphasize how flowy
you have to be. You really have to
flow with the hair. You can't have these strokes coming out at weird angles
or anything like that. The hair flows, you need
to flow with the hair, and of course, it's shadows, so they are very important, much more important
than the light. And so we really want
to invest over invest, especially in hair, depending
on the fidelity you want, you can take this particular
technique all the way up to, very high end realism
by using a range of stroke sizes from
thick strokes to thin strokes representing single hairs, similarly
in the lights. But you want to really think carefully about where you're
adding these elements. Then of course, you're raising those tips and you get a very, very professional finish,
a very professional look. Here we're doing
the line coloring. I went with just sort of a
local color most of the time. Just a darker local color, softens the image a little bit, makes it look a little bit less Illustrator comic bookie style. You generally want
to leave the eyes as a particularly the
eyelines, the eyelashes, you want to leave it as a darker value because
when you start making the y lines too
light, you lose contrast. And generally speaking, there is a lot of contrast in the eyes. Even in real people, there's
just a lot of contrast. And here I'm doing some over
painting, filling in gaps, clearing up all of those sort of nasty little areas I
didn't fill in previously. And this is really
going to be a testament to your level of dedication and professionalism in your work. You know, some artists might leave this in,
didn't really care. You want to strive to be as
professional as possible. I use a white background there because I was quite certain correctly so that I wasn't seeing the full
full in properly, so quickly turned on
a white background, turned off the gray and let the white shine through
to have a better look. And you'll notice the bubbles
are not perfect circles, and they could be, but they don't have to be,
right? They don't have to be. You'll find that art
really necessarily isn't about precision in realism, but more about
precision in theory. Are you applying all the
elements of lighting work foe? Are you using
perspective relatively well in terms of how you're considering where
to light elements? Are you thinking
about the planes? There we did the
blue over layer, and we did the
chromatic aberration, moving the channels around, just by one pixel, softening the look and giving us a
nice professional finish. And that really is the
end of that workflow. So I hope you've enjoyed going through hiding something
again in a little bit of a faster tar lapse from the overview Tar laps that we viewed in Module three. And Define gives us a nice
solid view of each step. One thing at a time, getting each element done
one thing at a time. That is the end of
this workflow video. Thank you for watching.
6. C2 Conclusion Final: Congratulations for reaching
the end of the course. If this is your
first time through, remember to go through
the course again and now engage in
the assignments, applying all the practicalities of everything you've learned. If it's your second
time through, please be sure to
post your work. I'd totally love to see it, and I have no doubt
that you've seen a rapid skill improvement as you've moved
through this course. Please feel free to
be in touch with me. You can ask me questions, leave me feedback, and I
would love to see your work. I'd love to help you
out and really walk side by side with you to get you to the level that
you want to achieve. Thanks so much again
for buying the course. I truly appreciate it, and I hope you've found
an immense amount of value as you've moved
through the course. That's all from me, and I'll see you guys when I see you. Cheers.