Transcripts
1. Intro: Welcome to the course, how to draw from a
reference photo. My name is Tessa, her needs and thank you for tagging along. In this course, I will run
you through a myriad of subjects in a
comprehensive way in an effort to help you to
not get overwhelmed by drawing an image from
a photo reference. We will go through the
whole image step-by-step. So in the end, you
will be able to do something similar on your own. We're going to draw our semblance of this
colorful mandrill. Bots will do so
with a mirror tool. This is not an
animal portrait that needs to be 100% accurate. We're just going to have fun and make something that looks really appealing with
this time-saving tool. This course is
made in Photoshop, but you can take along
with any other program of your choice as long as you have a solid understanding
of the program. This course is on an
intermediate level as it requires some understanding
of art fundamentals. But if you have the patients and are not too hard on yourself, you can tag along as
well as the beginner. In the attachments. You can find the reference
image as well as the life, the legend, Art Peck. Both can be used to
draw this image. The brush pen, you can
use anything you like with also when the drawing
is intended for sales. I also edit the
primary brush I use, which is the pebble brush. It's unknown who made this one, but you can find it
in many aspects. In this course. Specifically, we will be
mainly using the pedal rush, a default soft brush
you can find in any art program the life
to legend ticking for, the life to legend frizzy hair and your favorite hard brush. So alleles about me. My name is Tiffany diamond, concept artist and illustrator
from the Netherlands. My specialties are creature
design, character design, and prop the sign, both in concepting and the
final rendered illustrations. I run two companies, tests, Art and Design and
lifestyle legend. The first of which is focused on concept art flourished
for a myriad of different projects and people like writers
and movie directors, as well as individuals
looking for things like animal portraits and a couple of collaborations with
other artists. Live to legend is fully
aimed at artists. The course you see here
is one of the products of this initiative that I also offer over paints with feedback. The website itself
is packed with informative and inspirational
blog posts and prompt generators for both
creatures and characters. I managed to put this all
together with the help of the Austin community that
surrounds life to legend. But anyway, enough about me, I'm sure you're eager
to start drawing. So grep your tablets or drawing pad and open the
program of your choice. I recommend that you listen until the
mirror tool chapter. If you're not familiar with using grids or the mirror tool, that you can pause the
video whenever you like. It's not uncommon for
artists to take 8 h or longer to finish something like this throughout the course, I will speed up the video wherever I can for
your convenience.
2. How to sketch accurately: Feel free to open the
program of your choice. We're going to work
on a canvas of 60 by 80 cm or roughly 24 by 32 ". The file type I said
on RGB and 300 DPI. Most computers can
handle this with ease. From time to time. It will
be speeding up the video a bit so there won't be
too many verbal pauses. Don't be discouraged
if you can't keep up, It's not unusual to take eight to 12 h to finish
something like this, especially when you're
really new to it. There are several ways to get your first
sketch on my Canvas. One of which is using grid lines and other
ways to freestyle it. Shapes like circles
or blogs or to trace. I decided to free hand in it, but later overlay my sketch with the original image and see which parts were really
off and correct just that. As you will see, I
decided to stick with a slightly different shape in favor of a perfect symmetry. Arguably, you wants to avoid tracing and favor free
signing or using shapes. If you're new to this, you might want to trace to make life a bit
easier for yourself. However, you don't
learn much from tracing and I highly
advise against it because committing
plagiarism that way on this piece with
this image however, and students, you do yourself
and don't intend to sell, it's not really a problem. Just keep in mind, that's
not the best way to learn. Drawing. Using grids can be a good solution to
bypass this and will also help you learn
curves and shapes better. The downside is that your
lines will feel somewhat fragmented because you
work from grades to grid. It can also be a bit
more time-consuming, but I would always favor
this over tracing. In this course, we will read your linework off through
the initial sketch. So don't worry too much about how neat your initial
sketch looks. We will rework it later anyway. We're not handling the use of shapes to sketch
out this drawing, but if you're already
familiar with it, feel absolutely free to do so.
3. Using grids: To help you on your way, just in case free
handing is too much, but you also don't
want to trace. This is how grids
work in Photoshop. You go to View, Show grid. As you can see, there are too many blocks now, in my case, it would be far too tedious
who work with something like this to edit your grid line. You go to Edit preference, Guides, Grids and slices. You can play around with the
color of your grid lines, the distance of your grid, and whether or not you
want subdivisions. My settings depend on
the size of the drawing. If I were to use a grid, I would use six grades
horizontally and vertically. If this is too hard for you, use a soft deficiencies instead, it's due to aim to ignore the subdivisions and
use the main grid lines. Only uses tip divisions
when you're struggling.
4. Using the mirror tool: The mirror tool is a
nice way to speed up your process with anything
that can be mirrored. This men drill is a prime example of a
good image to mirror. The process is simple. Click on the little butterfly or your task bar and
choose vertical. You can move around and change the angle of the
line that shows up. But in this case
we won't need to as images already
perfectly centered. If you do work with a
different angle of this tool, make sure you use a lost use option if you're disabled it
for whatever reason, setting will stay as long
as Photoshop is active. Also, don't be like me. Don't accidentally hit Enter, like you see me do
every now and then. It will draw a line
on top of the tool, especially with thinner lines. Or when you already started rendering, you might miss this. Undo will not save you after some time has passed,
which is annoying. I have this issue
where I don't respect the personal space of my
Num Lock Enter button, so make sure you don't
share this trait with me. It's really not helpful.
5. Refining the sketch: The next step is to
refine the sketch. We continue using the mirror
tool because in this case, well, it's a real timesaver. I decided to overlay the
line art with the image. As you can see, the photos not as symmetric as
I thought it was. I decided that I prefer
to symmetry my piece. It's not a pet portraits, so it doesn't need to be
a perfect resemblance. This is also where
you can refine the shapes as well
as just see me do some things I make
rounder other smart trade to help you get smooth lines. Go to your toolbar
in the top and set your smoothing or
roughly ten to 15%. I make a habit out of it to use thicker lines for
actual outlines and thinner lines to
make indications for suddenly changing
shapes, like the brows. Overall, I was fairly happy
with what I had already. In the end, I take the time
to balance out the shapes a bit further so they fit
nicely on the canvas. In Photoshop, the hot key
to select the whole image is Control T. For
just the selection. I use the lesser
tool on the toolbar. After you've made
your selection, you can hit Control T and you will be able to
move around the parks. You select it with
the lasso tool. I'd pay extra attention to
keep the line are symmetrical, both horizontally
and vertically. I was free handing it here, as I knew that the line art wasn't going to be
in the final work. But I recommend
to do it by using Alt Shift while moving around the corners off the selection
until you're satisfied. The tool works as follows.
6. Blocking in colors: Blocking in color, so it's a good way to get
everything in place. These colors will form a base for the detailing
that follows later. That way you won't
have to battle a flat colored backgrounds
like gray in this case. And you can instantly
fully focused on things like
texturing in lighting. I'm always very
precise this way. And you should be
two in places where two totally different
colors meets. However, with
similar colors like different tints of red or orange and red or green and yellow. It doesn't matter that much. It can even make for
interesting blends later on. For this process, I
use a hard brush. I liked the quality of
this particular one, which is the atom duff one. It's not in the brush
pack because this one was obviously bought from another
artist and thus license. But any hard brush
for you, we'll do. Remember that you
will be removing the line arch later on. So try to do long strokes along the edges so that you don't
have to clean them up later. The colors I've picked for
this are dark base colors. They are the colors you
would see when there's no direct lights presents
like an overcast day. Feel free to use the same
process of layering as I do to avoid gray spaces between the face and the fears
surrounding the face, I add a layer in the back that covers the area in that colour, but it also crosses the
edges of the other color. That way the layer on
top stays unaffected, but all the colors we'll
perfectly meet as well. I like to work with as
few layers as possible, so immersed them
right off there. But if you'd like to work with more layers, that's
absolutely fine. Just don't make it too
complex for yourself so you won't mix up the
layers you draw on.
7. Refining the first color layer: As I mentioned before, blocking and colors needs
to be precise where needed. So you have clear
edges and don't need to battle the
wrong colors later on. But because they are flip
colors, there's no texture. So the next step is to set the first home nations
for texturing. Later on. I do this by looking
at the actual colors. In the case of these men drill, there are slight varieties
in the fur color, as well as on the skin. It doesn't really matter at
what kind of texturing you use as long as there is some. As you can see, I tried
to color to us, I see it. This also links into the shading
and lighting part of it. As I can clearly see whether a specific colors goes
by lighting or shadows, or is the natural
shade of the coat. I just draw what I think
is the base color. The next step is rough
lighting and shadow anyway, so we will then
continue refining.
8. Shading with multiply layers: I hope we're still doing fine. Please remember to
pause when you need to. It's absolutely no problem to hit pause every now and then. As we go, the steps will
become a bit more complex. So keep that in mind. Our next step is
set the shading. In this particular piece. The lighting is
pretty much upfront. So the shading and
the lighting is not that complex, but there is some. So we're going to
take all that now. In the previous step, we set
our foundations for texture, so the final result
won't look that digital. Now we want to continue
doing that with shading. We already slightly via
that in a previous step, we will take it a bit further. Now with Layer Styles, we add a layer on top. The layer style is normal, but the brush mode I
use here is a multiply. This multiplayer mode is used to make everything
a bit darker. You can set the layer
to multiply instead, but multiply on the brush
works much the same and allows you to switch between different modes as well
within the same layer. Most of the time I used the multiply tool
with a soft brush. More often than not, shadows hold very little detail. So using a soft
brush will help to soften out the dark areas
of the illustration. Multiply it will make
everything darker. I used to warm color because the shadows in the photo
has warm colors too. I carefully draw in the
areas I want to be darker. As you can see, the
multiply two keeps the contrasts and textures of the underlying layer intact, but does turn them down a bit. It wants us to cover
everything with its own color, like the normal mode does. So there's a bit of texture
and contrast shifting left, adding interests in those areas.
9. Lighting and shadows: We already made a good
start with shading the larger parts that are in the shadow with a multiply tool. We continue now with the
next layer in a normal mode, our goal is to establish
the finer shadows as well as determining
the lighting. I keep a really close eye
on the reference image to see where what goes
to what degree. I recommend that you use a
textured brush for this face. Again, to stop your drawing
from looking to digital, you could opt to continue using a soft brush for the shadows if you prefer a smoother look. But I am using the
pebble brush from the brush yet that's
included in this course. Well, as you can see, I had the good old Enter button again and had to
rework that part. Thankfully, I didn't
do much texturing yet, so I could easily get rid of it. I'm going back-and-forth
between color and areas. It's easy to get lost in
one color and end up with an unbalanced artwork
because she pushed the lighting or shading
too far in that one area. This phase is meant to
balance the whole piece with shadows and lighting and
get rid of the line art. For this, I use the
color wheel to the left, but I also color pick
from the piece where I can ask this gives
me different nuances. It also saves me some time. I sometimes zoom in, but most of the time I don't. Details come later, but it can still be a bit messy
within reason. We're sculpting
here, not rendering. When we're done, we have
a nice value range we can color pick from when
we start rendering. That way, where we do get lost in the details
during that phase. It will be within
the value range and won't completely
mess up the balance. You've worked so hard
on in this phase. And this my friends, is where the magic happens. Flowing. Artists
no longer needed.
10. Texturing skin: Finally, it's time
to start rendering. Rendering is where
everything comes together. The lighting, the
colors, the texturing. This is the beginning
of the angie could say. It's a very time-consuming face, but every detail you add will finish the piece a
little bit more. We have already been
using the pebble brush. I continue using it
with a lowered opacity, around 70% and around 50% flow. Opacity makes the brush slightly transparent if flow softens
the edges of the brush a bit, this is a brush, very textured
flow will tone it down. The most texture is
always show up between the lightest part of an
area in the mid tones. You will see me
backtrack frequently. They get that done
right. By now. It's second nature for me, but it's very much
something to be aware of when drawing
realistic piece. Don't hesitate to grab other texture brushes
to create some variety. Being a bit subtle
about it though, it should add interests, but it only should pull
the eye toward it if it's an actual focal points. In this case, it will
be around the eyes. Also remember that you
are using brushes. You don't need the stroke all
the time. You can also dab. Not all brushes will give
you different results, but the pedal Rush
certainly will. Being aware of the properties of brushes and testing
them out can speed up your workflow and allow for more or less detailing, right? Where you want them
with the same brush. As I go. I keep refining
the piece more and more and only pay attention to colors,
lighting, and shadow. But I also backtrack from time-to-time to
refine the shape. I don't end up liking as much or didn't quite turn
out the way it shoot. You see this mostly happened around the red and blue areas. This is something I
can point out to you, but not really teach you
how to do just this course. It comes with experience and looking closely at an artwork combines with moving the eye all over both the
photo and the artwork. It is all that we discussed
so far are combined and being able to see
what exactly is off. You can also do this when
you're very adept in art fundamentals
and being able to fragment that picture
in many visual pieces. And not exactly their
natural properties. We only make this process a bit easier by fragmenting
every step you take, just like we did so far. A good example of
this is the gold. We can't draw with
golden or computer. We can only create the
illusion of goals. We do this by using properties
like color, lighting, shading, contrasts,
values, and textures. So we need to understand
the 3D properties on it. 2d canvas. In truth, we just look at how they manifest themselves
on a flat surface. And that surface
is just a bunch of different colors we can draw
by hand to look like e.g. goals with the help of our
knowledge of art fundamentals. So please don't be too hard on yourself if
your artwork isn't exactly the way
you want it to be in your first few drugs. It takes time to get
a good grasp of it, even if you know your
art fundamentals. Well. Another tip I wanted to give you is
to regularly zoom out. It's easy to get
lost in details, and it's also used to be very
picky over those details. They don't need to
be perfect at all. All they need to do
is work out as well.
11. Drawing the eyes: We worked on every piece of
the canvas a bit already, but we have been
ignoring the eye so far. So this mandrel has
a very dark eyes. It makes her process
a bit easier. As with white. As white eyes are fairly
complex to draw convincingly. We real, however, want to use several layers because eyes are not easy to draw and write. We will be using the
following layers in the following order. Iris, pupil shading
and highlights. Doing it like this will allow us to move around the iris and the pupil so we won't end
up with a squint either. Monkey. Eyes are also
very round and glassy, which is why we give it
its own shadow layer. That way we can use a
soft brush and carefully sculpt the eye without
accidentally creating a texture. The same counts for delighting. Drawing it on its own layer means that we can
play around with the lighting intensity without risking to mess up other layers. As you can see, I start out with putting different
colors in the iris. It's subtle, but it's there. Subconsciously, it
will be noticed, but you won't see it
unless you really zoom in. I play around with the smudge
tool to create some shapes within the iris without making
them feel like a texture. The next step is the pupil. As the men rose
looking right at us, it's fairly easy to get
them in the right spot. If you don't manage, just keep playing around with
the pupil and maybe also with the location of the iris and field
feels just right. Then we add shadow. This will be right
at the top under the eyelid and curving along with the shape
of the eyeball. Because the eyes are
already very dark, It's fairly easy to do. Just make sure that it
looks smooth by using a soft brush and following
the shape of the eyeball. The shadow does. It
needs to be pitch black. It just has to be there. Finally, we add the highlights
will make the ice pop. I started with a light
that is caught by direct light hitting
the eyeball. Under normal circumstances,
this is always from the top down and it allows for a nice pop of color
within the iris. For this, I go for a soft brush so I won't mess with the
texture of the eyeball. Set the brush mode to
Linear Dodge, Add. This brush mode will
lighten the color you use with every
stroke you put down, combined with a very
vibrant colors. If you draw enough layers
on top of each other, the center will end up white, while the surrounding area
will be very vibrant in color. We won't go that far though, but we do build up the
intensity as we go. The highlighting of the top of the eyeball is a bit different. This is usually
not direct light. In this case, it's more than likely some windows are reflective surfaces
shining into the eye. This means that there might
actually be some texturing. As you can see, it
looks perfectly fine. It isn't, it looked like
the Bible has a texture. This is because we
are familiar with indirect light hitting the eye. We know an eyeball
is round and smooth, but we also know from
experience that the light reflecting on the top of
the I can look textured. We may not think about it
until we actually draw it, but we are aware of
it subconsciously. And you, as an artist, being aware of such things. A lot of power.
12. Texturing fur: Let's have some fun and
pull the pieces together. We still didn't
work on any other. For first, let's work on the amazing texturing that is surrounding the face
of this mandrill. Went out of my way to create
custom brushes for it, to make it a bit easier
for you to apply it the same way as I do in this video. I'm using those very brushes. You see me mess around with brush directions,
but don't worry, I edited the brush off after so that it works in
any direction for you. We worked with layers before, but now we will work
with two layers at the same time with two
very different settings. One is multiply and the
other will be linear. Dodge add. We use both
layer styles before. Now we're going to use
them at the same time. So to refresh your memory,
multiply it darkens, but only to degreed depending on the contrast on the
underlying color. Linear Dodge Ed, and it's light, also a favorite of the
underlying contrast. Both can be built up
as much as you want, so should be used with caution. S is step holds a
lot of texturing. I set the opacity to about 40 to 50% and the smoothing
to roughly 50%. This will using the
LTL taking four brush. That way I can take
the time to build up the layers and don't
overdo it right away. I started with a multiply layer with a dark midtone color. I picked from the piece itself. I at directional texturing. And I do so sparsely. I can always come
back and do more because we worked on our
shading and lighting before. We do not need to worry much about how much do we need to use this brush in which spots were just working
on creating a texture. We're not working on shading
or anything like that. That's the benefit of working step-by-step like we have
been doing from the start. You just have to think
about one thing at a time and sometimes backtrack a bit to
balance everything out. We don't have to work
on one huge thing with many variables and come
to a final results. With a Linear Dodge Add Layer. We do the same. We don't want the lights to
build up too much either. I use the same color
as before with a multiply layer and slowly
build up the texturing. At first, you barely
see an effect. But as you repeat the strokes, the texture start
to show up slowly. We use specifically this color because it's the right colors to bleed into the shadow area
without screaming interface. Because our Multiply layer already Lindsey to
this specific color, it blends in perfectly because this layer style
builds up lighting, but only where it covers the
same area more than once. It adds nicely to the ticking
nature of this texture, creating a lot of
depth and variety. When I'm done with a layer, you see me going back to
the multiply layer and set the opacity to 70% or higher. I do this to add some more
texture in the piece as its underlying layer covered
by the linear dodge layer. Sometimes you need to be a bit more heavy-duty to
make it bleed through, like in this case. Finally, you see
me going back to the Linear Dodge Add Layer, but this time with a slightly lighter color just to highlight the upper
part of the face. This also helps to bring out the texture a bit
more in that area. And like mentioned before, in the lighter areas, leaning to the mid tones, textures will be more visible. The cows for this fear as well. Now this is getting a bit messy. This is going right back
to finding a good balance. You see me switching between
different layers going back-and-forth between linear
and the multiply layer. But they also draw
any new layer on top. I do this to avoid the typical properties of the linear dodge add layer
in the multiply layer. That way, I can tone
down the texture a bit wherever like to or
pump it up a bit. It's about half of the time I'm using soft brushes to just that. But sometimes I
go read back into the effect layers and
work with a ticking sure. Brush. Again. I do the same with a fizzy
hair around the neck. We do the X6, same
as with the ticking, but as the patterns and lighting
are a bit less distinct, We're good with quickly
putting in some Harris in the multiplayer layer and do the same with the
linear dodge layer. This is where he's looking
at the overall piece. I check where there's too
much or too little texturing and where the Lighting
seems to be off, rework it just like
I do in every face. That way we make sure that
our P stays balanced.
13. Refining the textures: This is where you start
to see why having a good feel for the balance within artwork is so important. Just like we discussed
in the chapter, developing an eye for
balance and detail. Suddenly the face of
the mandrill fields to smooth and I need to go
back to do some texturing. I add some more lighting
nodes only on the face, but also in the hairline where the main light
source is hitting. And I say go, I use several
different textured brushes. This is also a good example how art works really
are built off. Artists don't always get it
all arriving in the first go. We keep going back and forth, reworking and
balancing out things. I could have edited the video in such a way that this
wasn't that evidence. But I think that it's important for you to see that it takes time and that you
don't have to get everything right
from the very start. It's absolutely fine to go back to an earlier
phase and refine. It will only make
for a better piece.
14. Drawing hair and whiskers: Next step, I'm not
quite the easiest one. There won't be any specific
brushes helping you out here. This is why the
texturing of this a little beard is so rough. We need textures and depth vertice and the base we set for this is a good start. As you can see in
the reference image, the top part is a
lighter than the rest. We want that in our
base layer two, but bit more than we see now. So we jump back to our good old Multiply layer for the shadows and add a
bit more darkness to the beard with a soft
brush and go right back into the long hair layer to
add some texture strokes. We don't want to be
drawing every single hair, but we'll, we'll need
to add a lot of depth. We follow the flow
of the Harris. Thus we go in there
reference image, the bird goes a bit to the
right, so we'd do the same. Those strokes are now a guide
for the layers that follow. The next step is to draw
with a smaller brush size. As I said before, we don't want to draw
every single hair, but we do need to
imply that we do. And there's no
better way but to do that by playing
with brush sizes. As we go, you lose
a bit of our depth. That's alright, nothing is permanent and everything
can be reworked. You want the base layer
to shine through, but it was impossible to get
the right texture that way. We end up with a good
shape and texture, but the base of the hares, where they come out of the
skin looks a bit messy. The reference image,
it also shows us that the skin under the hair is
darker than the skin above it. So I hit back to the base layer and do my
best to work that in. It requires some texturing and
access management as well. And going back and forth between the texture layer and
the lung Harris layer. But finally it works out and I stick with
long hair layer. This is where we
want to bring back some depth in the buret. I lock the layer by clicking
the Leila grid above the layers to the right and
color pick a darker color. The soft brush will
then only affect the layer with the long hairs on it and nothing around it. In the meantime,
from time to time, at some strands of hair
where big gaps show up. Now I work my way back to
the shading and lighting. This is also your opportunity
to carve out more depth and sculpt the beared by use of large and small brush strokes. Remember to own
lock the layer when you add brushstrokes
because you won't be able to draw on
bars off the layer that haven't been
drawn on before simply because this
layer is locked. So don't forget to enable that. As mentioned before, the upper part of the
beard is clearly lighter. So we go back to
locking the layer and use a soft brush to
add the light color. The beard is not that
texture that we need. The Linear Dodge
Add layer for it. So we use the normal mode and then start adding more textures with a light color to create
more texture and depth. If you feel like you can
use a softer brush or play with the Opacity and Flow
for softer brush strokes. You see me doing both. The only logic behind it is that it gives a slight
texture difference. After reworking the base
of the beard a bit more, I go right back in, but this time to create some loose strands
and loose hairs. To make the beard look a bit
more playful and unkempt. It may look like Lord, but he still some monkey. I end up with using a very thin brush which
represent single hairs. I ran through the same process
with a hairstyle the site. These hairs are
only a bit shorter. Once I have the desired
texture and thickness, I start drawing the more
forward facing Harris, I enable the mirror tool again to create a
pleasing balance. Let's start to spiritually add single Harris until
I'm satisfied. And of course, no mirror tool with a fancy
old Mamluk Enter. I take a little break
from the mirror tool. And after removing that
annoying vertical line, I take a little break
from the mirror tool and add some random Harris to
break the symmetry of bed, after which I switch
it right back on. Do the whiskers. As the whiskers are
really prominent. But I still need to
be the focal point. I decided to use a soft
brush to the whiskers. So the whiskers don't
actually write on your eyes are sharp edges, which I disable the
mirror tool again and create some subtle asymmetry. I remove some gaps
and an overload of hair here and there to
balance a piece out again.
15. Refining the artwork: The final step is to
do some refinement. This starts with adding some
brightness to the base of the whiskers with a soft
brush and a lock to layer. It is partially style choice. I love contrasts a lot, both in light and darkness
and in color intensity. It's very much a part of
my own personal style. And this face allows
for personalization as well as reworking a thing or two to balance
out the artwork. Yet again, Linear Dodge Add can really be a friend
for you in this face. If you use it around
very light areas, it will make those
areas even more white. If you use it around
medium light colors like the base colors, will not only make
it slightly lighter, but it will also make the
colors pop a bit more. As this piece is very
color dependent, it's a great tool to use
with the same layer, I smooth down contrast where I think they do better that way. And I suddenly add more textures around the eyebrows
and the eyes. In between you see me do a
quick touch-up on the beard in the long hair layer with a
Linear Dodge at brush mode. I do this because
I needed it to pop a bit more linear dodge, add layers under the
long hair layer. This brush mode was
my little savior for a reminder touch-up. Right after that, you can see perfectly how linear dodge add can increase the vibrancy of the colors
within the artwork. Just to double-check and
see if something looks off. I pull out the original photo. As you can see, they are very much the same
but not exactly. This is perfectly fine
in studio like this. Doing this also pointed out to me by using the
Linear Dodge Tool, I went a bit too far with the
lower parts of the blues. There are now two lights. I correct that and do one less
pause for the whole piece. Editing a few minor issues like the absence of some
texturing around the neck, adding some whiskers
and adding a bit of shadow to the beard
to add more depth.
16. Signing your artwork: Finally, it's time to
sign your artwork. Wrap your signature or
signing by hand either will do just to make sure that you do this before you share
it with the world. People should know who it
was that created this piece. And it will also make it a bit harder for others to claim. It was their work. You worked hard for it. So you and only you
should get credit for it. When you use images
from a source like e.g. on splash, you can get
free images there. I always recommend to refer
to the photograph for, in this case, the
image was bought, so it's all fine. The photograph we got
paid and it's done. If you use free images, it's just fair to mention the photograph or
just as a thank you for their efforts and allowing you to use
it the way you do. And always makes
sure that when you prepare an image
for online display, that it's a small image and
no higher than, say, 150 dpi. I'm saying this because
it will make it a lot harder for other
artists or well, actually pretenders
to steal your art or have it printed because
Prince need 300 DPI. So please remember to do
this so you don't just give away an artwork you
worked on for hours.
17. Recap: So congratulations, you just finished the course how to
draw a mineral from reference. You should be proud of yourself. This was an extensive course, so there's many aspects
to keep in mind. Keep doing students like this and you will
only get better. And of course, feel free
to use the course as a guide on the way when
drawing other images. In this course, you'll
learn to get a grasp of different techniques to get the first catches as
accurately as possible. Here Canvas, how to use a grid lines and
the symmetry tool, shading and lighting,
textures, creating depth. Use of different layers
and layer styles. Drawing different
kinds of fear and hair with and without the help of
designated brushes anymore. I hope you enjoyed
this course and will join me to do more
at another time. Thank you so much for your time and effort and please don't forget to share the
final result with us so that we can
give you feedback. Have a nice day, keep drawing and take care.