Digital Painting: The Fundamentals of Digital Illustration | Emily So | Skillshare

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Digital Painting: The Fundamentals of Digital Illustration

teacher avatar Emily So, 2D Artist

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Digital Illustration Intro

      0:55

    • 2.

      Thumbnailing

      4:39

    • 3.

      Layout

      2:57

    • 4.

      Shapes

      3:09

    • 5.

      Value

      2:37

    • 6.

      Colors

      4:26

    • 7.

      Saturation

      3:37

    • 8.

      Edges

      3:01

    • 9.

      Rendering

      6:06

    • 10.

      Tips for Art Direction

      5:45

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About This Class

So you want to learn some digital painting? How do we decide what to draw? How do we plan our illustration to make it look more cool? What do we do with colors? How do I paint details?

In this class, I show you the basics of every important step of digital illustration.

Meet Your Teacher

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Emily So

2D Artist

Teacher

I've been teaching since 2014, and specialize in digital illustration, drawing and 2D animation. I primarily work with Krita, but sometimes work in Adobe Photoshop and Animate. As a professional artist, I've mostly provided graphics for video games and illustrations for purposes such as promotional art and storyboards.

I hope you enjoy my work. Thank you for visiting!


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Level: Beginner

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Transcripts

1. Digital Illustration Intro: So in this tutorial, I'm going to show you guys how to create a digital painting. Of course, there's way more to digital painting than just the stuff that I show here in this course or this class. It's a basic run through. I'm going to try to be brief about all these parts. Definitely, things like lighting, coloring or costume design, posing and all of that. Each of those things could be their own, like, entire course, basically. So I hope you enjoy this tutorial. 2. Thumbnailing: The first step I would recommend for illustrating something is thumbnailing. I mean, thumbnailing is more for, like, if you're feeling like, really committed to an illustration and you're trying to think more thoroughly about possibilities of how to execute an idea visually, you could just do it all. I mean, this is definitely not a required step, or I wouldn't put it on top priority, but I definitely would do this more for, like, client work or any kind of important assignments. And of course, if it's a personal project, then anything you do is however important it is to you. So you want to first figure out what do you want to draw? Who do you want to draw? What are they doing? What is going on in your picture? I just kind of, like, threw together an idea. Like, I didn't really plan it. I decided on fancy lady drinking tea. So what is thumbnailing? Thumbnailing is usually sketching, very non committal. Like, you don't want to invest all of your time in the sketch that I mean, if you're really invested, you're pretty much drawing, but you want to do rough lines and just mostly explore and focus more on getting entire shapes, entire subjects down, like the entire person or the most important objects in the image. If it's a portrait, then make sure that we have the angle clear, whether or not this person has eyes, if it's a side view, and probably there's just one eye. If there's a hat, if there are any props, if it's a full body, then what pose? Stuff like that. But I would spend at most 15 minutes per thumbnail. I mean, I draw pretty fast. I mean, I've been doing this a while. So then I might spend up to 5 minutes per thumbnail. But you could spend however much time, but I would advise against trying to perfect the thumbnail because that destroys the whole point. It's basically a preview of your idea, and it'll give you the most basic scaffold of where things are going to be, how people are opposed and objects are going to be placed and so on. And so when you do your thumbnail, you want to think about, same idea. So I have some fancy lady drinking some tea. Am I gonna do a portrait, a full body? Or am I gonna do a half body? Am I gonna make her sit down? How is she gonna drink that tea? What is she wearing? Stuff like that? There are a bunch of different ways of doing this, of course. And usually this is what thumbnailing is for is for exploring different ways of executing the same idea or telling the same story. You are, of course, not required to choose just one kind of canvas size or, like, whether your canvas is square or wide, like landscape orientation or portrait orientation. That's all up to you, whatever feels better to you or whatever fits best for your presentation of your idea. It's helpful to put the thumbnails on the same page and then compare all your thumbnails next to each other and ask yourself, which one do you like best? Which one are you feeling more excited about? Like, which one really motivates you to get on this project and get it finished and show it to people? I would recommend choosing something with personality. I mean, that's assuming you want to draw some attention, like, on social media, but, of course, you don't have to. It really depends on what your original goal is. So if you're doing this all by yourself, well, you can do whatever you want. 3. Layout: So in this step, what I'm going to call layout. I mean, I'll just call it layout. I'm not entirely sure what the industry calls it. I most of my experience is actually in teaching, Illustration or drawing. But you take your thumbnail and you put some more detail to whichever thumbnail you choose. And you don't want to go into, like, the fine fine details. I highly recommend staying zoomed out because zooming in is mainly for details, which you definitely want to do later. Again, it's about refining or putting definition to parts that are important in the image, making things look more clear so that the audience can tell what's going on in your piece. A huge reason why you want to stay zoomed out is because most of the time, when people first engage with this image that you're making is in, like, thumbnail view or probably it's going to be small on their phone. So you need to be able to tell what's going on while this image is totally zoomed out, and people are taking it in as a whole image rather than just the eye or just the hand or just the hat, whatever. It's all of these things combined to tell a whole story, combine to create one image that means something to people. I'd recommend going from bigger shapes to medium shapes. Again, leave details or small shapes for later. Remember, that nothing is final. Most definitely edit. This is still very early on in your illustration process. You can change stuff later. But if you've already rendered or detailed a bunch of stuff, it is probably going to be more of a pain in the butt to do it because you probably invested a lot of time into detailing stuff. So I would say earlier on is a better time to make fundamental changes to your piece. But remember, you don't have to hold your breath and tell yourself, This has to be perfect now before I move on with any. Try not to take it too seriously. Just go Willie Nilly and think more about the story you're telling or the cool image you're trying to show us rather than any small imperfection that at the end of the day, most of the time, you're gonna be the one who hyper focuses on any imperfections. 4. Shapes: So now we're going on to the step of shapes. Shapes are really important. They actually communicate quite a bit. The lines keep things together and clearly define the subjects, but shapes, the biggest shapes are going to be the first thing that your viewers process if they are looking at your image either in thumbnail view or it's just if you put it on a social media post or if it comes up in Google Images or whatever. Think of it this way. Road signs heavily use silhouettes. They certainly communicate a lot, whether it's showing, you know, there are kids crossing the street or the road is sloped, so the truck needs to be careful or something like that. So that is, like, a huge example of how silhouettes being really distinct, they communicate a lot. They don't have to be that detailed. The road signs don't need to indicate every single finger of the person crossing the street. The road like a winding road on the sign, it doesn't need to show grass and stuff like that. So this is what I mean by shapes and how the biggest shapes communicate. And especially like, in the case of road signs, they communicate from a distance. You want to do the same thing with your piece if you want to be showing it to people and leave some kind of impression. So be mindful of silhouettes. Like, for example, there are multiple ways of having this same figure look like she's drinking tea. You can make it so that her right arm or right hand her right hand, so our left is holding the teacup. From this angle, you could also try her left hand or our right. But the silhouette is all bunched up, and so the arm is not very distinct. The arm is not distinct from the rest of the silhouette, so you can't see it as the separate object that it could be interpreted as. So if we have her right hand holding the teacup with this silhouette, where you can distinguish her shoulder and her elbow and her arm, and her hat, those things deliver the message much better than when the whole silhouette is all bunched up and the parts are not distinct, separate and clear. 5. Value: Let's go over value. Value is lights and darks. So that includes basically black all the way through the gray scale to white, pretty much. I've kind of already put in value in this illustration because I just needed to find a way to distinguish the silhouette from the background. So lights and darks, all the grays in between, from black all the way to the brightest value. Here, I'm kind of using my background as a midtone. So I'm not using complete white. I might not even be using black necessarily. Kind of, as a rule, I don't ever use pure white or pure black. It's kind of complicated to explain. But I would say you will get more pop and realism if you stick to tinted grays or black or white, like the white of the teeth or white of your eyeballs. It's never going to be pure white. So value is basically how you're defining the lighting, which is going to also put more definition to your subject. You want to play around with contrast. Contrast means bigger difference in values. If you have higher contrast, it allows for more depth in your image. So you can portray distance by the values or the level of contrast. So farther away, I just have it more faded. Closer to us, I have it darker. By this, I mean the different levels of depth, like foreground, the things closest to us, midground, the things farther from us, and background or backdrop, the things that are farthest away from us in the image. So if you have a given value and there's a bigger difference, like, it's much brighter or much darker than that first value, then that's high contrast. And then given one value and then another value that is not that different from it, it's gonna be lower contrast. 6. Colors: Colors are a whole other ball to juggle. To combine colors and value when you are doing illustrations, it can get messy real fast, but you can isolate these things. Of course, you could do value studies, as in just like black and white or gray scale illustrations for a while at first. And then later, you could ease yourself into colors or just do color studies. So the way I would recommend you start out when you choose your own colors. Values, like the lights and darks, they contrast lights versus darks. With colors, they contrast between warm versus cool. When it comes to color combinations, you're kind of just going to have to figure it out or look at what other people do. And see what works. This is kind of a matter of taste or just making it work. For example, I myself am a lot more partial to tertiary colors. So if you look at the color wheel, it's the colors that are mixed twice. Primary colors being red, yellow, blue, and secondary being orange, green and purple. And then when we mix all these colors again, then you get your tertiary colors. Really like the cyber punky pastel colors. And just because I myself as a personal preference, would prefer to stay away from just primary colors, like, pure unmixed, like, primary colors, doesn't mean you shouldn't try using them. You can use whatever colors you want. And any rule that anybody ever tells you, there's usually an exception, or there's usually a way to break the rule, and then people are just like, Wow, that works. Or I really like that. Like in the lighting here, you do not have to have cool colors in the darker shaded areas and the brighter colors being warm. You don't have to have light just be warm. You can have lighter areas be cooler colors and darker areas be warmer colors. It's a different effect. It really depends on what you're trying to do, what kind of vibe you're going for. For now, if you're not that experienced with colors, I recommend doing studies. Look at what other people have done if there's something about their palette that really impresses you. You can copy what they did and study which colors did they use? Where did they put it? What is the color serving as? Like, is it in the bright areas? Is it in the midtone areas? Like, not highlight, but not shadow, either. When does skin color look like actual skin color. Like, where does a white tablecloth really look white instead of, like, bluish or a darker blue, whatever. But just to start, I would say, go with warm versus cool, warm being the brighter values, like light sources being warm, like the sun, and then shadows or shaded areas being cool colors. You can also choose complimentary colors. Complimentary colors you just take a given color on the color wheel, and its complimentary color is straight across the color wheel. And there's your color combination that you can try working with. So like, basically yellow and purple, green and red and orange and blue. Those are examples of complimentary colors. 7. Saturation: I would say saturation is more a term that comes from digital art or digital visual media. But it is important because the richer your color, the more likely whatever color has, like, the richest version of that color is going to look flat. In real life or in more photographic imagery, you definitely have a wider range of saturation, or I would say it's probably far less saturated than, let's say, cartoons with flat cell shading. Like, think about Disney or Warner Brothers cartoon like old Toti animations that have all these flat colors. The orange of a duck's beak is just orange and grass is green. Green green. But in real life, you wouldn't only use just one green. You would probably have some parts of, let's say, a blade of grass, be more saturated or richer green, and then you might dole it out in shadier parts of the grass. And then you might want to rotate on the color wheel towards yellow or lime if it's lit up by sun, and you probably want to fade the colors a bit if it's being lit up even more. Saturation also helps in giving a sense of depth. You can have things look more saturated as a way of focusing the viewer onto a part of the image that you want them to focus on. I would say that mastery of saturation is what distinguishes beginners from more advanced artists in the use of color. Like grass shouldn't just be green, a school bus shouldn't only be yellow. A fire truck shouldn't just be red, like completely saturated. Like bright rose red. There's probably a bunch of other shades or perhaps some parts of it could even be bluish or purple ish. Skin color is another really great example. Skin color can be a wild crazy range of yellows, browns, even greens as well if you really want to get into the details of, like, your blood vessels or your veins, whatever, in your hands, arms, or even, like, the neck and stuff like that. But, of course, like anything else, it just takes time and a lot of studying. So don't worry too too much about saturation. If you're a beginner, if you really want to get into mastery of saturation, like when it comes to color use, I'd recommend doing a bunch of studies. Study how people use faded colors. Where do they put the faded colors? Where do they put the darker colors and where do they put the most saturated colors? 8. Edges: Now we're going to go over edges. Edges are pretty important. I found that over the years, if I have students who are unfamiliar with edges, soft versus hard, either their illustrations look too cartoony, as in they only know how to draw with hard edges or they're not sure when to use harder edges, and everything is soft and everything looks, like, equally blended or all shadows are equally blended. So in edges to contrast, it's soft versus hard. Are the building blocks of rendering. So you want to be able to render shapes like cubes, cylinders, and spheres so that you understand the relationship between the different components of these shapes or objects. So like a cherry or an apple, whatever I'm drawing. Has a bunch of different things going on with it. And there are different ways of defining Well, there are definitely areas that are going to be hard edges, like an object being completely, like, separate, like the stem of the fruit, being totally separate from the actual fruit, like the skin or the flesh of the fruit. So when you're illustrating, let's say, a character and they're wearing a hat, most likely you're going to have hard edges between the hat, the face, and the hair. I think the only times you would have those objects have softer edges against each other is if it's blurred or it's not in focus. I'd say the most difficult thing about edges is judging how soft you want the edges to be. Like when you're painting a portrait and you get to, like, the forehead or the cheeks, there is a certain softness, and you want to capture the subtlety of the cheek bones, mouth muscles, or the temples of the forehead. Can get tough real fast, and you might find yourself recalibrating, like, making the edges harder, but then you maybe make the cheek bones, like, too sharp or you kind of make them disappear if you blend it back too much. So it definitely does. Again, like, it takes a lot of practice, and your pieces with more mastery and edges will reveal a bunch of details that, of course, are ordinarily, like, much harder to get, like, the things that I just mentioned. Like, noses protruding out of the face and brow bones, the depth of the eyes, skeletal muscular structure of a character. Edges most definitely can help with the definition of these things in your digital painting. 9. Rendering: Rendering is often what a lot of the painting involves. Like, the bulk of the time in a given illustration is it's going to be rendering. So this gets into the details and definition. So here, hopefully you've mostly committed the important parts of your illustration. And I would say you can go ahead and put in all the details and zoom in. I would say gradually zoom in, because if you zoom all the way in on, say, like, the hand or the tea cup here or the I too quickly, then you're not going to be comparing the proportions very well. You want to make sure the teacup is not humongous, but is not super tiny. So at first, I would recommend staying more zoomed out. If you're a good as zoom in, then make sure the objects that are in similar areas, they make sense proportionally. So I'm kind of aware that, like, this part of the tutorial makes it seem like I just gave you the first two steps, like how to draw an owl. Okay, make a U shape. Now make a V shape over here. Step three, draw the rest of the owl. Rendering here, rendering is a lot. There are different textures. You could see that I've studied figure drawing or I've studied portraiture and clothing. Like, I'm not really looking at any references because I drawn a bunch of dresses before in my life. But usually, what remedies this kind of cluelessness as to, you know, like how to paint jewelry versus skin versus fabric or porcelain, stuff like that. It's just the skill of observational drawing or illustration. If you're able to look at a reference and extract from it the aspects of that subject that you want, like how shiny silk is versus how shiny jewelry is or how dull the tablecloth is compared to maybe the skin or something. If you can study and then copy behavior of the different aspects that you're trying to portray in your piece, you'll have a much easier time. And if over time, you specialize in particular things, like if you draw lots of horses, then you'll probably be pretty good at drawing horses. I think a particular subject matter that's pretty tough for perhaps most people is guns. For example, like, it's a particular thing. Like, if you draw them rarely, then of course, it's gonna be pretty tough. Like, drawing it and painting it and lighting it up and making sure the perspective is proper. But if you draw a lot of guns and a lot of your characters or you just love illustrating guns, for example, it's no sweat. It'll probably be not a big deal to you anymore. But I would say most people are far more comfortable drawing or illustrating portraiture than they are full body figures, let alone full backgrounds with that figure. And it all comes down to familiarity and basically, like how much time you've clocked in studying this stuff or trying to illustrate the stuff yourself. And again, I wouldn't try to motivate yourself primarily through, like, Oh, I got to make sure that this hair is correct or this flower really, really looks like a velvety, dewy petaled flower and this lace material on this lady's dress really, really looks like lace and stuff like that. That I feel like is going to come if you are more focused on the excitement of showing us what you're seeing in your own head and trying to make sure that the window into your mind is just more vivid. Remember that your artwork earlier on, if you're trying something new is probably not going to look that great. Unless you're already good at observational stuff and extracting the essence that you wanted from reference. So don't be afraid to use references. Professionals do it all the time. Don't take your work way too seriously. I mean, it is another thing if your life kind of depends on it because it's your job. But even then, it kind of destroys the point because don't we make art for enjoyment? So focus more on your average skill level rather than every individual thing that might be bugging you that you're going to tell yourself, Oh, you have to still work on this and you can't move on until you nail anatomy or lighting or colors or poses and stuff. 10. Tips for Art Direction: Go with the flow, and if you want to explore something, go do what you want to do. Don't have your art regimen, your art creation process be dictated by what you feel like you should do, especially if it's a hobby. Try to get a sense of the flow of what resonates with you rather than doing what you feel like other people are expecting you to do. I've lived that experience. I've lived that discrepancy in art school, I remember pretty much hating all of my work because I was checking a checklist, an invisible checklist, basically, to try to get a grade, which is a terrible source of motivation for an artist. Grades don't matter in the art world. I would say in the way that I have always wanted to master, are the goal is connection. Technical skill can be important could really depend on the kind of audience that you're trying to appeal to. But I would say the primary goal should be connection. Is your image clear? Like, not just on a technical level, but also the expression, the energy, the story. You fascinated or more curious at this character or illustration that you're seeing? I mean, think about all the things that illustrations can do. People say, don't judge a book by its cover, but who are we kidding? People definitely buy books just for the cover art. Probably. And people read comic books. People like buying picture books. I mean, especially these days, like, come on, people are reading less and less long form stuff or consuming less long form stuff. And probably what stops people from scrolling wherever, whether it's social media or whatever is pictures or even better videos. So I want to emphasize as a digital illustrator, you do not need to overwork. You don't need to render every single bit of the image. Mostly focused on rendering areas where the viewer should be most focused or the area that you want the viewer to be most focused. Because think of it this way. If you're watching a movie, don't want a ton of noise or a ton of detail all over the place. Usually, you want in clear view the character or the subject of focus in clear storytelling. So in an illustration like this, I would just focus on, like, the face and you know, the torso and any important stuff like the teacup. And keep in mind, from a distance, details tend to fade. So unless the camera is focusing on the distance and blurring out the foreground, the background should not have a ton of details. Usually, your eyes are not going to be able to tell, like, exactly, like, the threads of this person's hat in the distance. You don't need to do all that work. And it's just like trees in the distance. Don't see the individual leaves. You just see, like, blobs of tree. Now, as for what level of rendering, like how detailed, how crisp, that I would say is really up to you. I would say at least render parts enough that objects and or the actions are recognizable. They are clear to the viewer. Your message is very clear. Your image is self explanatory and you don't need to stand next to your image to explain what's happening. If you decide to render and spend a ton of time on, like, every strand of hair or every drop of tea or every petal on all the flowers and stuff, that's really up to you, and hopefully you're doing it because you want to, and you find it fun, I would hope. But otherwise, I would say the bare minimum, like, depending on what your goal is, if it's a commission or if it's your personal project. If it's your personal project, you don't even have to finish a thing. And especially as a hobbyist, like, your unfinished work could definitely still have value. Like, even as a professional, but as a professional, definitely finishing your work is a lot more important. But, yeah, trying to make sure you have fun and don't take it too seriously. Don't work hard just for the sake of it. If you're not feeling good about it, then don't do it. You don't have to render every thread on the clothes. You don't have to render, you know, every vein in the flowers leaves. Just work on the parts that bring you joy. Thank you so much for watching this tutorial. And please remember to have fun. I