Transcripts
1. Intro: Hi, I'm Domina Catelli. I'm a freelance illustrator and fantasy artist specializing in creatures and environments. In this lesson, we're
going to cover how to get started using a three D base
for your illustrations. In the first step, we'll gather reference and a prompt
for our teacher portrait. Next, in blender, I'll cover the basic modeling tools I use and some of the
methods for brainstorming. But to keep this lesson focused, I'm not going to
start from zero. I'm going to assume you
know the very basics like navigating the scene, adding and modifying objects, and setting up basic
lights and cameras. You don't need an in depth
knowledge of blender, but basic navigating modeling
will be very helpful. Third step, we'll jump over to photoshop and in a more
traditional drawing workflow, we'll complete a
creature portrait using the three d base we
created over in Blender. To keep it simple, we're just going to do a basic portrait. This is to focus on techniques
and ideas in the course, but the basic principles will be exactly the same
for a larger piece. It'll just require a
larger time commitment to complete. Let's get started.
2. Generating Ideas: The first thing we need
is a prompt to work from. So if we're too wide open, it becomes difficult to decide, you know, what direction
we want to go in. So we end up really
going nowhere. I find it's better to
at least have some idea than to randomly start
sketching with no intention. Although that can
be fun to do in your personal work and it's
even it's fun sometimes, it's not the most
efficient way to work. So what I'm going to do here is, I'm just going to write the first word that
comes to mind, and I'm just thinking attack. So this creature is going
to be attack focus. And then from there, I'll just come up with
some other words, like, heavy light attacks,
et's see, fast. What different types
of attacks would this creature be capable
of brutal attacks? And this is really, there's no right or wrong answer here. You're just writing
what comes to mind. You're generating ideas and sort of categories or
directions that you can go. So now I'm branching off from Light and
fast and thinking, what type of character would
be Light and fast, slim? We got brusly, you know, very lean, muscular
sort of character. And then what would
heavy entail? He's got huge, like
fighting hands or maybe he's got a giant head. Maybe that head is in fact the weapon that he
uses to attack with. And then I'm thinking, you know, what other kinds of attacks
might he be capable of. So maybe sound. You know, he's got ears that are adapted
to that sort of attack. He's got maybe his
neck like his head, maybe his neck is
a weapon instead. You know, it's developed so that he's got
weaponized vocal cords, and how would that play
out on the character? This is really all
about generating ideas. Don't worry about writing
something cool or impressive or thinking about anything other than just
generating ideas. By putting that
pressure on yourself, you're going to block yourself, you're going to stifle yourself, and you're going to edit before you even have
anything to work with. So just open your mind and let the ideas come out
however they want. Now I'm just going
to take that list and put it in a more
readable format. I'm not doing anything
different here. I'm just transferring this
handwritten Word Cloud and free association into a list that I can
then work from. So I'm not going to use
everything on this list. It's just sort of
a starting point, and I'm going to pick
and choose based on whether or not I have a client brief already
or if it's open, if it's just a personal project,
just based on interest. But at least now we have a solid starting
point to work from.
3. Prompt Generators: So another great way to generate ideas is these
online generators, and there's so many of them. You just a quick Google search, and you'll find a ton of them. But there are a
really great way to generate ideas if you're stuck
using the other methods. One of the first ones I
like is this your art path, and it's pretty simple. There's a generate all
prompts at the bottom, where you can just generate
new ideas for each category, or you can click the
individual ones, and it'll just change
that particular one. So it's very simple, but can pick and choose
from here and create a Word Cloud
just like you did in the first step or
you can just work straight from that list
that you generate there. Another option is this brief builder
tool on Learn Squared. If you've never heard of
Learn Squared before, it's an online
education platform with really high
quality instructors and really high quality courses. It's a little bit expensive, but it's I think a
little more organized and better structured than
your typical YouTube sort of course design. But anyway, they do have this free tool that's called the brief builder, and you have these categories at the top that you can change, and those stay in place
once they're set, right? So I have functionality, motion, location, time period, and there's different pre built categories that
you can put in there. And then there's sublist under there that
every time you click, it will pull an
option from there. It's just a curated list instead of coming up with that
stuff on your own. So it's just a separate
tool that you could use to either create a brief
directly from or you could pick and choose individual words and create your own word
cloud based on that. Combine the
methodologies and just to come up with a direction
and a prompt for yourself.
4. Reference: Alright, so I've
generated this list using the Brief Builder app on Learn Square that I just
showed you in the last step. And what we're going to do
now is using this list, we're going to do some
research and pull some reference
images that we can then use to design our
character portrait. And one of my favorite apps for gathering reference is PRF. If you've ever studied
with any other artists, you've probably heard of this. It's pretty popular, and for
good reason, it's simple. It gets out of your way, and it's really great
at what it does. So it's really just a mood board for gathering reference images. And the only thing that I
change that's different from the default is in
this appearance tab, I select always
show the title bar. And you see that right here. Always show on title
bar visibility. And the reason for that is without that, you don't
have the title bar, and you're missing some of those controls for
manipulating the window, which I find annoying, but otherwise, it's
very simple to use. You just drag images
into the window there. And it will automatically grab the largest image that it
could find at that link. It also it has tools for
automatically organizing. You can go to a new image,
drag a new image in, and it'll automatically resize the canvas there so that
to fit the new image size, and if it's grown too
large, you can optimize it. There's also options for automatically organizing with just control
and the arrow keys. You can move the images
around automatically. So it's just got some
really nice features, and it's got a note
feature where you can add categories or further
organize and label things, but I don't really
use the notes. It's just there in
case you're super obsessive about organization
and that sort of thing. But I just use it just
like this, plain document. And you've already seen me using this other part that
I'm going to show you about gathering re pinches. Pinchs is a really great
tool for surfacing images because it's one of
the only times where the algorithm is really
helping us as artists, right? It's not great in social media, but here it's wonderful because every time
you click an image, it surfaces a lot of
other similar images. So I'll just click
on something here. Se and then below that, we have all these other images. And every time you
click an image, it surfaces new images. And now you see that because I was clicking on skulls
with armor on it, it surfaced more images like dark grimy images of
characters with armor, different types of armor,
different types of characters. And it's really
great at doing that. So every time you
click a certain image, it just surfaces more
similar images like that. And then you can also
search specifically. You can see some of my
recent searches here. And I'll just click
Gothic leather armor. And you can see
it's got a bunch of great examples of that type of armor and then
you click on it, and it's got even more below it, and you can just click and
drag in to the window. Automatically resizes
the canvas there, and it's really just a great
way to gather your images. So the other feature on pinches that's worth
mentioning is if you don't want to save the images on your hard
drive for any reason, it's got some great organization
options on its own. You can create different
categories, different groups, and you can save the
images in there. You can mark them for private
if you've uploaded some of your own reference images
that you don't want out in the wider world
of the Internet. You can have your
boards private. And it's just a convenient
way to save things without having to save them
and take up hard drive space. So I've skipped ahead and just built my reference
board out here. The amount of images here, I would say is medium. I call it a lot. I wouldn't call it
a little. And this is really just based
on preference. It's based on the job
you're working on. Sometimes you'll need to
do a lot more research. Like for some people, this
might just be getting started. For some people, this
might be too much already. There's arguments for keeping
it small and focused, and there's arguments for having a huge reference and moodboard. It just depends on the context
and what you're doing. This one, I think this is
probably more than enough, I would even call this
maybe a little too much, but it is what it is, like I said, based
on preference. So I've got all kinds of
different reference here. I'm thinking because of
mythological and spiritual, I'm going to do something with maybe
a harpy or a griffin, make it undead to cover
the dark, sinister, grave. We've got some spooky
ghosts like stuff here. We've got some armor reference. I'm going to try to
do some tattered, maybe fabric mixed with some more mechanical
hard surface design, we'll see how it goes. None of this is really
required to follow. It's just sort of like the Word Clouds and the
prompt generators and stuff, it's meant to inspire,
ideas of your own. You're not copying any
of this one for one. So, and then down here, I'm a sucker for this kind of
like glowing magic effects, especially for something
dark like this. I just think that's
so much fun to paint. It's so much fun to look at. This stuff, I don't know
if I'm going to use this. This is more of the
mythological stuff, I've got some
minotaurs, cyclops. I just threw it in
there to have it, but I don't know if I'll use it. Here, I've got some
texture reference. The stuff on the face
looks really cool. I think I might
use some of that. The way the striations
and stuff in here are over top of the dark looks
really interesting to me. This guy with the skull neck. I don't know if I'll use that, but still it's just there in case It inspires
something better. I think the primary
references are going to be these skulls here mixed with
maybe some of these birds, and then the armor, and then that's going to
be kind of my creature. And then probably I'll add some sort of glowing
effect because I love it. That was my methodology there. Do what you want, do what works for you, but
that's what I do.
5. Basic Blender Modeling: So, like I said, I'm not going to cover the
basics of moving around, adding objects,
that kind of thing, but I will cover my setup and the basic tools that I use to do some modeling in blender. I have my ref board pinned here just like
I showed in photoshop. I have this main window that
I use for adding objects, modeling objects,
sculpting objects, and that kind of thing. I set up a camera here with another view
so that you always have a separate view that
you can check and refer to. It's not always helpful, but the main benefit
of working this way is being able to see the objects that you're working
on from different views. We're still focused
on big shapes and the overall concept, but we're getting a
more holistic view of our object that we're
working on as opposed to just sketching straight
two D silhouettes. So Let's start with
the basic cube. I'll hit Shift A, add a mesh, we'll add a cube. I use scaling just with the S. I'll scale that
and you can constrain to x or y by just
hitting those keys or z. I use those a lot. Make sure that when
you're doing that, if you want to
manipulate it later, you may have to apply the scale. If you're getting
something weird, another tool I use is
the bevel quite a bit. And if you've resized it
and then try to bevel it, it's going to look weird. So if you apply the
rotation and scale, and then Bevel, it's a more perfect bevel
than when it's scaled. If it has a weird scale, sometimes those operations
will mess you up a little bit. So another tool I use
other than Bevel to add Extra faces and extra topology is in
the modeling view, I'll hit Control R, and you
can add loop cuts this way. This is very helpful, especially for
hard surface stuff or architectural rendering, but we're not going
to get into that. This is more organic. Add more faces, you can move them around, you can scale them, and you can constrain just like you can with the other scaling. Now you have all
these other faces that you can work with. And in terms of moving stuff, I will just move stuff around. It's based on the shapes
that I want to create. It's based on the
object I want to make, and I'll switch my
view quite a bit. It helps a lot, I find being able to see your object from
different views. Another thing I'll
use quite a bit is this proportional edit, so you can see the shortcut is there and that's by default. So what that does is when you
grab say this vertice here, you see this is the
circle of influence, and the wider it is, the more objects,
the wider it is, the more vertex, it'll
move at one time. And that's just handy for
smoother sort of editing. S with this off, It
just moves the one. Nothing else moves with it. And even if you select
multiple vertex, it doesn't work
quite the same way. It's not as nice. You're
very limited and how much you can move it without it getting distorted and weird. If you turn it back on,
I moves everything, so it's a little bit
smoother of a change. Now you'll see that it's
way off center here. Another thing I use a lot is
modifiers and specifically, If you hit the ad and then just type mirror, mirror come up. And now you can see it's
exactly the same on both sides. This is very handy for
symmetrical edits. You don't have to do
it on both sides. You can just change the
one side and now you can have both proportional
and the mirrored edits. And now you have a cool little shape there
that you can work on. The thing to keep in mind here is since I have it
mirrored across the x, meaning it's taking this side and mirroring it
over to this side, you can see there's no vertices here, where there are over here. That's because that's mirrored. There's no actual vertices here. It's just a virtual
clone of this side. One other thing that
you can do is you can actually just delete with these vertices and because
you don't need them. So it makes it a
little clearer, right? I just scaled x to zero there and then I'll
move it to the center. Move this over to the center. And now it's Now, it's perfectly mired, and
you'll see that there are no vertices on
this side at all. You can only move this side, but it's perfectly mirrored
on the other side, you can always break that
symmetry later if you need to, but typically, I'll just do
that in the drawing later. This is how it usually
looks when I use this, I always access and
bisect and then merge. What that does is,
if you apply this, it'll merge these verts together instead of having
them separate like that. If you merge that now, it's one piece, and you
can select this and y, go. Now it's a solid object. The reason why I did
that, the reason why I created those faces there is because if you
come over here to sculpt, which I do frequently, and then hit the R, and this is like a visual remesh to give you some more
verts to work with, you see, we only have 40, so it's going to be
hard to sculpt that. I mean, you can.
You're just going to be moving these
individual verts, and you can't move
these faces at all, so if you remesh it, and now we have 9,000, right? And the reason why I closed all those
holes is that if you try to remesh with those holes, it's going to create issues. So you want to make sure that the mesh is fully closed
before you remesh, but you really
don't have to worry about making it perfect, it just needs to
be closed, right? So you can do the same mirroring
operation over here, right? And it'll say negative
x to positive x, and then you just symmetrize and it's exactly the
same on both sides. So either place,
you can use that. It just depends on what you're in the middle
of doing, right? So I'll come over here once
the basic shape is laid out, and I'll kind of modify a
little bit with the sculpting. I use clay strips quite a
bit for basic sculpting. I'll use the G for
grab and move. I use shift for smoothing. I'll use the raw sharp to not necessarily details because we're not
focused on details here, but just giving an indication
of the forms, right? I can pinch, if I want that
to be closer together, and we're already getting sort of a idea of
our reference here. And we'll just keep
messing with it that way. I will also like I just
showed that mirror, turn turn off proportional, so for an eyeball, you know, you can use the
mirroring cross the x. Right? And now, you have
an eyeball on both sides. And you can use that as sort of a reference point
for sculpting around. And we're focused on big shapes. We're not focused
on details at all. I probably wouldn't even
take this much farther. You do want the shapes
to be accurate. The model doesn't
need to be perfect, but the whole point of
the three D is to make sure your shapes are
accurate, right? This is what I have
problem doing in two D. That's why this
is a beneficial tool is so that you can visualize these shapes and know by looking at them
that they're accurate. So that's it for
that one. Right? I'm just going to keep doing that until I have a few ideas. I might spend less
than an hour on it. Maybe more just depends on
how the ideas are flowing. So I'm going to go
ahead and do that. I'm going to create some ideas, and then we'll jump
into the next step.
6. Advanced Blender Tools: So I just quickly want to show some more advanced sort
of things that I do. Sometimes, you can see in
the middle here is a curve. And now you can
see if I edit it, these objects that I
have here follow it. Follow the curve, and you
can use this for cool stuff like maybe a spine or
like a belt or something. And then if I select
it and subdivide it, We can sort of
modify it that way. And it just keeps
going and it follows. So we have, like, a cool little spine there, and then you can
even go back and you can modify this so
that it's pointer. T You got to make sure it's pointed
the same right way. There you go. Sometimes it's finicky and you got
to mess with it. Now, you can see that you have this
interesting pattern here that you could use, and you can continue sort of playing with it
and modifying it. Until it suits your fenc. All that is is an array
followed by a curve. The array is set
to fit curve with a relative offset that I just changed based on how
many I need there. On this object that
you're arraying, you just need to make sure that the scale and the rotation are applied and correct and
it'll follow the curve. Then you add the curve deform, pointing to the curve object
here that I've created, and you have kind of
a cool little way to, you know, create some
interesting designs here. So another thing I
do sometimes is, let's say you have
an object here and if you shift to duplicate, you change them
independently and it won't affect the
other one, right? But if I t d They are actually the same object or
at least they're copying each other's
information. So in this way, you can move objects
around the scene, and as long as you
use lt D every time, they're essentially virtual
copies of each other. So I can modify any
of them and they'll all have the same properties. So it's a little bit easier than trying
to muck around with the curves because that
can be finicky sometimes, but it's not quite as perfect. I'll take a lot longer
if you need it to be perfectly aligned to do that. But the benefit is, if I go into any
of these objects, it doesn't matter
which one, they're all copying each other's
information. So modifying one
modifies all of them, and I use that a lot. One other thing that I will use is let's say you have an object, I'm just going to apply
the scale there that you want to attach these to, right? You can use snapping.
You just turn this on. And then I usually the settings I'll use
our center and face. But you have all these other
options that you can use if it's not doing exactly
what you want. Right? And If you have this magnet
on, every time you move it, it'll attach, or you
can turn that off and move it freely and then just use control, and it'll attach. You'll see what it's doing
is it's attaching based on the origin point. So if you go into the object
and change the origin point, now, every time you attach it, It attaches based on that point. Then you can grab all of these and just attach
them here like this. You could manually
rotate them like that, or you could also align
rotation to target, and now based on the normals of the faces
of the source object here. It's basing that on the origin
point you could see here. It's basing that on the
selection point of those faces. So you can see it kind of
snapping rigidly there, that's based on the face
that my mouse is over. So that's an easy
way to do that. Another thing, what
I just did there, if you hit constrain Z, it'll constrain to the world Z. If you hit a second time, it'll constrain to
the objects local Z, which, as you can see,
because it's rotated here is sort of at an angle. That's also a helpful
thing you can do. What will happen though is
if you apply that rotation, you'll no longer be
able to do that, it'll always be
based on the world. But And then we can
also we can modify them and it'll modify all of them because they're
all still copies. One other thing you can do
is change face to volume, and that'll place it
inside the object. Instead of on the face,
it'll place it inside. Let's say you have an object
here with a complex shape, the volume will put
it in the center rather than on the faces of it. So you could scale
it down and now it's Instead of being
up on the face, it's automatically placed
inside that object. You can create a cool little
shapes and designs that way. I find sometimes
manually doing it versus the curve method is a It
takes a little bit longer, but there's less
futzing with it. Simpler is sometimes better than trying to
optimize it or keep it 100% flexible at all times. You don't
always need that. Sometimes you just
want to get the design done and move on and simpler is sometimes better that way. So another thing I do
sometimes is I've added these little spikes from the last part into a collection
over here called spikes, and we'll go here
into particles. At of particle
system, create hair. And usually I will turn
this down at first. Just so it's not crazy. And then we'll do
collection, o spikes, right? And that's another way
to cover your object in whatever little design
item you have there. So you can mess around
with the scale. I defaults to a very small size. Sometimes you need to change that so that it's
the correct size or actually a size that makes sense for the
source object there. And with the scattering there, sometimes you have to
rotate the object. So I just selected
the whole thing, rotated it till it looks right. And then there you are. And then you can come over here and you can add stuff back. You can change the seed, which is the randomness. You can change the sort
of modified length there, you can change the
segments, although For this, you don't
really need it. And you can just mess
around with the settings until it does something
interesting, right? You can mess with
the scale again, scale randomness so that
they're not all the same. And maybe you can use
that for something there. So I'll use that particle
system sometimes for things. Just depends on what
I'm going after. One thing to keep in mind is that you see that
because these were all objects that were
copied from these objects, that once I rotated it for
this, it rot for this. You just have to be
careful of that. If you want to be
its own object, you can just come over here, select this button, and then it'll be its own thing again. See how it went 6-0.
But if I choose this, It's five because it was six, which were all these
three, and these three. And then I removed this from the collection of
copied objects. So now it's on its own. One more thing I wanted
to show you is let's say you want some
fabric or something. I've created this plane. I'm applying the
scale, so it's one. And for fabric, it's important
that the scale is applied, Control A, S or just select
scale. So there's one. Otherwise, the simulation
is going to mess up. So you do this with
modifiers and over here, you cloth then in here you're going to
want to add a collision, And then that's in the physics
tab, which is right here. I generally will just use one of these just to make
it simple cotton, I like because it makes
it a little stiff, but not so stiff that
it doesn't deform. And I'll I'll leave
most of this default. So you want to come into faces, and then you'll want to
subdivide maybe once, twice. You'll want to add a
subdivision surface. The first one, I'll
put on simple, and then sometimes I'll throw a second one at the end
to smooth everything out, but it's not really necessary
for the stimulation. You just want to use
that after the fact. So because this has a cloth, and this has the collision, when we hit play
on the timeline, or for me, it's shift space bar. I think default,
it's just space bar. You hit play, and it'll fall
down and deform like cloth. So what happened here is that I don't have enough subdivisions. That's why it's still stiff
and not deforming completely. So I'll just tick this up one, and you just have to be careful. Watch your faces here.
4,000 is not very much. But I try to keep it as low as possible just to get
the right amount of deformation without really slowing down because
even on a decent system, it can really slow
down very quickly. So let me do it one more time, or at seven, let's see
what four looks like. 19. Yeah, see, I have a
pretty decent machine, I have a MAC studio, and this is already slowing
down a little bit. Not too bad, but more than
I would probably like. And anyway, at any point, you can stop this and
you can roll it back, but you can't roll past. Otherwise, it's going to
slow down again, right? Okay. So once it comes
to a settling point, That's when you can turn
the second one back on, and now it'll smooth
everything out. And now you have a
nice little cape, possibly, something
along those lines. So what I'll do is I'll
shifty to duplicate that, and it's messed up because
it didn't do the simulation, but that's okay. I'm going
to come back to this one. I'm going to hit Control A,
visual geometry to mesh. And now this one still has all the modifiers
and stuff on it, and we just need to roll
back to the beginning. And then we can start over, and it'll go through
the whole simulation. I'm not going to
do it again, but you can keep messing with it. You can rotate it, you can change as long as you're on the first
frame, you can rotate it. If you're not on
the first frame, you can't do anything
because it's in the middle of a simulation. So if you're having
weird issues like that, just roll back to
the first frame, and then you can modify
it however you want. Sometimes I'll put
a cut in it here, or I'll put a hole in the
center for a head or something. But that's how you get cloth. So now there's this cool little
cloth guy on top of this, and you can come over here. You can add thickness, was to solidify Right? I don't know if you can
see that yeah here. Do you see this edge here, adds an edge to it?
You can apply that. And it's relatively low poly, but I could shade it smooth. And it looks pretty good. Sometimes if it's gotten
too out of control, I'll do a decimate, and I'll just leave it on
collapse and then do you want to type in here cause sometimes
if it's really high poly, it'll take a while, so
dragging it doesn't work. You just type it in. You can see the
number dropping here. It started at, like,
100,000 something, and now it's at 40,000, and it still looks fine enough. I mean, I wouldn't
put this in a render, but if we're going to be
drawing over top of it, it's got enough information
that I can use, so I can just control A apply. And now it's messed
up the topology, but we don't really care. It's not a production model. It's a reference for
us to draw on top of. And then we could even come
down and, like, do this. I've got the relative move enabled and you can manipulate
it, do stuff that way. It's kind of a weird example, but I'm just showing
you the technique of doing the cloth simulation.
7. Modeling Heads: So I'm just going to start
modeling some heads. And you'll see pretty quickly, although I'm using
the techniques I described in the
basic modeling video, I'm using just basic shapes, blocks and circles and I'm using blocks and
spheres and whatnot. For this particular one, I pretty quickly
abandon that and just start using sculpting. This is still good for
just laying out the forms, but for this particular thing, it just wasn't as fast to hand model all the little
intricate details. It was just much
faster to sculpt it. So I'm just scaling, moving, beveling, that kind of
thing just to lay out the big shapes for
the first head here. I'm beveling the edges, and then I use a sphere
for the main head shape. I jump over into sculpting and I rematch quickly and
then just start sculpting the forms
just because it's way faster to use the grab
in the sculpt tools, and then I take the
beat and I just rematch by using control R in
the sculpting mode. And then I just move
on to the next one. And this one, you
can see, I just go straight to sculpting. I start with a sphere and then I remesh it in the sculpt mode, and then I just
start pulling and pushing in sculpting forms. Like I said, it's just for this particular one,
the skull shapes, like the cheekbone
in particular, it's just faster to
model with sculpting. And that's what this technique
is sort of all about. It's about just quickly getting a three D representation
that you can then take over into photoshop or a clip studio or
whatever and draw over top of it accurately and be sure that the shapes are correct. So it's a reference. It's like a lot of
traditional artists specifically James Gurney is
famous for using maquetes. They just use real clay, and that's kind of what this is, except for that you can
just draw on top of it instead of looking
at it as reference. But you see what I did there was I just cut the end off
because I didn't like it. So And then I just started a new one, remeshing there, and then
I'm pulling and pushing. It's just playing
with the shapes, playing with the design,
having fun with it. This really doesn't
need to be perfect. It's just all about the shapes, and I'm masking out
the eyes and pulling them back so that it's
more of a cavity there, then I'm working back into it. It's always a back and forth, pulling shapes out,
reshaping them. Refer to the reference, reshape. I want this to be d,
maybe not demonic, but in that vein of light hor I'm just blocking out some basic
teeth in the mouth shape. I like that curve down
on the bottom jaw, so I'm trying to replicate
that from the reference. You see, I keep moving
the camera around, just to get a different point of view while I'm sculpting, so I don't have to snap to that view every time.
It's just always there. Sometimes I do it
anyway out of habit, but it's nice to have that
there just to refer back to. And sometimes it's
easier to just sculpt in that view also. This one I like a lot. I think this is the one that
I end up going with, but it's at a stage where I can just move
on to the next one. This is all about quickly
iterating and coming up with different ideas and different
shapes and designs. So there I just shifted, I duplicated, I rem, and then I merged
them with the rem, and then I start shaping again. I'm always sculpting with
the mirror in sculpt mode. I just faster. You don't have to do both sides, obviously. So this is just reference, so it's good to be as quick
and as efficient as possible. And all these heads
are fairly similar. I knew kind of direction
I wanted to go and I wanted to make this sort of
streamlined for the class. So I didn't really
go on and on and on doing different forms. I might typically
do more than this, but for the class, I felt like this was enough
to just show the technique. So I experimented
here a little bit with some spikes and whatnot,
which I like this one. This is probably
my second choice if I didn't pick the other one. Again, just blocking
in, you know, the big forms, the big
shapes, the main shapes. And I think I'm done here. Yeah, so I'm going to mess around with this one
just a little bit more, and then I'll pull all
the heads out into a lineup and pick the one
that I like the most. Just sort of adding some rough
detail here into this one. And then I'll turn them all back on and continue messing with them because now that
you see them in a lineup, you see that some
of the earlier ones are not developed quite as much, so I go back and I start
developing it a little bit more just to see if I can
pull something out of it. Yeah, I think I like this one, so I move that back to the Santa turn
all the other ones off, and then the next one, we're going to start
modeling the body.
8. Modeling Body: All right, so I'm going to move the camera into a position. I'm going to change
the aspect ratio to be portrait because that's what the photoshop document
is going to be. So I just sort of roughly
match the same proportions. And then I'm going to block
out the body with again, using simple shapes
and mirroring, like I showed in
the tools video. I'm just moving stuff
around, I'm just shaping it. I know I'm going to put
clothing over this, so I'm just sort of
roughly shaping the body. I'm not going to get into
sculpting any details. I use the D on the arms here, and then I break that connection so that I
can move them independently. I'm just adjusting the
camera here a little bit. A And for a lot of this part, I am actually looking at the
camera view on the right. I'm going back and
forth just so that I can see you know what the
render is going to look like, what my paint over
is going to be. So here, I'm doing
what I was describing. I I'm cutting out a hole, adding subdivision and cloth, and then I'm just draping
it over the body. I try to do a second one, but I don't like
the way it looks. It doesn't make sens,
so I just delete it. And then I'm going to
add a hood over top. I'm just shaping it so it
falls a little better. And then instead of
just messing with it over and over
again, I got it close, and then I switched over
into sculpting mode, and then I'm just going
to manually shape it. Because again, the model is not really going to
stay in the final, it's going to be
mostly painting. So it really just needs
to be a good reference. It doesn't need to
be a perfect model. So then I cut out
a little piece for a frayed part of the hood
because he's supposed to be da. So I'm just adding like
damage to the clothing, then I'm adding some
armor pieces there. I like that scalloped
look there on the rusty Mck on the left. So I'm just kind of using
that as an inspiration. I'm not really copying it. I'm just sort of using that idea to build something
into my own character. And those are all
D virtual copies, so they all adjust
exactly the same. And then I'm going to
quickly throw in some kind of strap here with
just a simple plane. I'm using that
proportional move and I'm just rotating and extruding. Then I add a little
bit of thickness there with a solidify modifier. And now I switch over into the full rendered view and I start moving the lights around. This is really just
kind of trial and air. I generally will
place the front key light in one direction, and then the opposite
side will be rim light. In this case, they end up
both on the same side. Like I said, it's just
really trial and air. And then I come over
here into photoshop. All I did was take
a screenshot and drop it into my
photoshop document and so that I could do some drawing design
work over here. Sometimes it is just
faster to do a drawing. And I wanted to test this
idea out and make sure that the direction
that I'm going in blender is going to
work for photoshop. So I'm just doing a draw over. I'm just following the model underneath and sort
of designing as I draw also so that I know kind of what direction
that I'm going in. I remember that I wanted
to put this glow in here, so I just add an indication. This is not rendering. This is just is basically
taking notes, right? Eventually, once
I'm done with this, I'm going to end up
back over into blender. And some of this stuff, I don't even end up using the glow on the neck is not in the final. I'm referring back and
forth to the reference and the drawing and
just sort of playing around with designs and ideas where to add glow so
that's not too overwhelming. I add just enough shadow
so that I can see, like an indication of how that's going to
show up in the final, just a glow in the dark
eye sockets there. I had the idea to
instead of spikes, I'm going to add feathers
here to the shoulder armor. And then I didn't
like the strap. It was too simple, so I'm adding it's basically the same
idea. It's still a strap. You can see I pulled up the
reference on the left there, and I end up drawing
that cloth based bungee in instead of the strap. Then I jump back over
into Blender here, and referring back to
the drawing that I did, I start adding
pieces back to it. So it can really be
a back and forth. I have them both
open all the time, and whatever method
is convenient or gets the job done faster
is the one that I'll use. I want to have the
three D model as a reference for the
perspective and the shapes, you know, so I'm rebuilding it in three D so that I know that
it's accurate. And so I'm going to build
the feathers here now. This is really
simple, just a plane split down the center
with a loop cut, control R, and then I'm shaping it and
moving them around. I'm using the AD shifty
both, whatever makes sense. I try to keep them all
connected if possible, so that when I edit one,
it edits all of them, but sometimes you don't want
them all to be the same, so I'll remove one from the copied collection
and edit it. And you can also,
you can just scale them without removing
them from the collection. So you can do it that way, and they still retain
their connection. So I'm going to just add
some basic textures here. Sometimes I take
this a lot farther. I'm not being very particular about the textures
I'm adding here. I just really want a base
of colors to work on top of because this is going
to be 99% painting. You'll see some of that
texture bleed through, but a vast majority of it
is going to be painting. So it's just really
there as, like, almost an underpainting
to the final. I'm not even particular
about the feather. I just sort of lay it in there.
It really doesn't matter. I'm just looking for color
and lighting reference. So you can see here
I forgot that I changed it in the
photoshop document. I didn't refer back to it, so I start texturing the strap. And on the body and
the head there. I don't do anything
else. I just color it. Add a basic color and I move on. I really don't need it
to be super detailed. I'm going to do
all that in paint. So I add just some internal
glow there in the mouth, again, as reference, I'm not
particular about it at all. These things I
thought that could be maybe like pouches
that he holds, ingredients or some sort of
item that he finds important. And you'll see, again, over in the painting, I end up changing
those completely. I didn't think them out very
much. Here in this stage. I left it for the
painting to figure out If more of the three D
part was going to stay, I probably would
spend a lot more time texturing and figuring
this stuff out. And the three D is more
of just like a base that I can complete the
painting on top of. So I'm just going to
create a quick render and then throw it
into photoshop, and we'll move on
to the next step.
9. Photoshop Basic Tools: I'm just quickly
going to go over some of the basic tools
I use in photoshop. Here's the finished image here. I'm going to just
do command N for new and show you this
background contents, is set to other, and I
usually set it to 50% gray. Almost every time I
start a new document, I start with 50% gray. The reason is when
you're painting, if you start with white, it's harder to go
anywhere from there. Starting at 50% gray, gives you head room
either way towards the darks and towards
the lights to work from. So that's the first thing. Every time I start
a new document, I'm almost always on a gray. The next thing is, I have
these actions set up here, and to get these buttons, you just turn it onto
button mode there. And you can see what
it's doing here. I have a few setup for add multiply layer,
add soft light layer, and they're not really
doing anything other than creating layers so that I don't have
to come up here, add a layer, set it to
multiply, all that stuff. I just hit the button
and it creates it. So I have an action to hide an old layer
and start a new layer. So if I'm just concepting
and drawing in here, and I don't like what I'm doing. I can just Play that button. It hides the old layer so
that I saves my work and then starts a new layer so I can start a new drawing there. I have a light table one. So if I have a rough
drawing that I like, let's say this is a head here. That automatically
sets the old layer to 25%, creates a new layer, and then I can come
back over top and refine that drawing if I
need to. So that's handy. Just basically
setting up a bunch of different actions here that cut down repetitive movements. Clear layer selects
the whole layer, deletes, and then
deselects the layer. So I can just start from scratch without
creating a new layer, deleting the old layer,
that kind of thing. Just clears the
contents of the layer. Another one I use a lot is
the high pass and gray noise. And I'll show you
what that does. High pass merges
everything that's visible. So if you command
option shift E, it stamps every visible
layer into a new layer. So I use that a lot for backups. If I've added too many layers
that don't merge correctly, sometimes if you use multiply
layer or an overlay layer, they don't merge correctly. So I'll just stamp to
a new layer or merge all the way down to
my latest backup. That's what merge visible does. And then it creates a duplicate, it creates a high pass. If you come up to a filter, other high pass, creates
a high pass filter. It sets the radius here to 4.4, accepts it and then
sets it to soft light. And then I usually leave opacity at 100 because I
change it every time. So from there, once that's done, then I'll adjust the opacities. All right. So back over
here on the final. You can see what the
high pass is doing. Basically, it just
sharpens these edges here. It makes the whole thing
appear a little bit more. It seems like it has
more texture there. But I find that's a little
bit too on default, so I'll drag it all the way
down so that's nothing and drag gradually pull
it back a little bit. Usually around 20
to 50% is good. You want it to be subtly
sharper, not 100%. I think that's a
little bit too much. But somewhere around 20
to 50% is usually good. That is what high pass does. The final thing that I use
a lot is the gray noise. And all that does is creates a new layer, fills it with gray. I'm hitting shift, delete
to fill with 50% gray. And then filter
noise, add noise. And this is usually
about what I use, right? And then it sets the
blending mode to soft light. And then from there, and
that's the last thing it does. And then from there, I'll
manually adjust to taste. So I'm going to include
these art actions here in the class so that
you want to make your own, but if you want
to make your own, I'll just go over
that very quickly. You do that down here.
You start a new action. Just name it. Let's just
do the noise again. Okay. And then you can
see it's recording. And it's not
recording real time. It's just recording every
step that you take. So moving the mouse, anything like that,
it doesn't record. But let's say if I hit the control ult shift
n for a new layer, it records that I made
that new layer there. Shift back space
for fill and it's automatically set to 50% gray, which is what I always use
for noise, and then I accept. And then as soon as you accept, it adds that fill command there, fill gray capacity 100 normal. Which is correct,
and then you go to filter, noise, add noise. And again, it's set to
the my usual default. So if yours might be in the middle
somewhere or something, I like to keep this pretty low. Sometimes gaussian uniform
and monochromatic, you may want to use instead. But I I use this at the end. So I don't care that has a
little bit of color in it. I actually like
that it has that, but if you continue painting over top of it and
you try to select color, those little colors in the dots are going to mess
up your color selection. So you may want to
put it on monochrome if you're going to
keep painting on it, but I like the little
color variation in there, so I leave
that in there. Set it super low, except it adds noise to the new section, and then I'll put it usually on soft light
or overlay soft light. I find it's better for noise, and then it adds that
to the action set, and then you just hit stop, and you have your new
noise action there, right? And then to switch back to the other mode, you
hit button mode. And now every time you
hit one of these buttons, it's going to add that noise
action that we just did, and you can see it
did the same thing. Very handy. I suggest
using that quite a bit. So a couple more handy
things that I like to do. I like this setup here. I like layers on the bottom,
navigator, and color. It doesn't really matter
which order you have them in, but I like to have
this stuff up at all times, especially
this color. I don't use swatches very much, but it's there just in case. But on color, I would highly suggest using a color wheel
and using HSB sliders. And the reason is this is very easy to dial in
values and saturations, which is all that's important
in painting is values. So the HSB sliders allow
you to very quickly say, I want a darker value and then adjust the
saturation along with it. You can adjust hue, value, and saturation very quickly. And if you do decide to
use the color wheel, you get a visual
representation of where you are in terms of brightness,
saturation, and hue. And I like this color
wheel because you can see at a glance
complimentary colors. You have warm
colors on one side, cooler colors on the other side. It's just very handy. So
I use that quite a bit. Another thing I do is
I can't show you this, but I have ult or option
set up on my pen button. So my Wacom pen button pressed down and
it selects colors. That's very handy for quickly. Selecting in the document. Another thing that
I do quite a bit is without changing the brush, I can hold down the Tilde key, the one just to the left of the number one on my keyboard, and it'll automatically erase with the same brush that
you're painting with. I use that a lot way more
than I use my eraser, which you can also see here. I almost never use that
because It's just more convenient to have
that same edge that you can paint
a big shape in, and then using the tilde key in the same exact brush size
and shape and texture. You can erase with. It's just so much faster than
switching back and forth constantly between
the eraser and the brush. Another thing I use of a lot
is I'll use the Lasso tool, and I almost always instead
of switching tools, leave it on the polygonal
Lasso tool so I can get straight lines
just by holding shift. And you see that
little circle there. I'm hitting control or command and then tap and it'll
complete the selection. But if you want to
switch back and forth quickly between straight
lines and drawing, you just hold down
the alter option key. So you never have to
switch the lasso tool. You can always just do both
of them with one action. So I always leave
it on the polygonal so I can get straight lines and then hand drawn lines together in one tool and
then tap, and it's closed. I use that a lot
if I want to get some interesting edges and
shapes and stuff like that. Then do you select and you
have your shape there. Use my clear layer function
and that clears the layer out and we are back
to square one. Another thing I use sometimes for concepting is this symmetry. If you come in here, I
almost always use vertical, and you can just accept this. It doesn't need to be
across the whole document. You can just put it in the
middle and it'll be there. I use this for just
quick idea drawing, and then I use utility key
again to go back and forth, and you can see
very quickly I can get some kind of idea going. That's a really handy way to
quickly generate some ideas. You don't like what you
did, you can just come over top of it and just continuously sort of shape and reshape Then I'll use whatever comes out here as new reference to model
over and blender. In terms of brushes, I do use a large brush set. This is the photoshop
master pack by Lane Brown. I'll put that in the resources, but you absolutely don't need
this. For a very long time. I also got by with Shady Sadafi
brush set, which is free. I'll also include that
in the resources. This is a really great brush set that I used for
a very long time. You don't need fancy brushes. You just need something
with a little bit of texture and the ability to control the value of
the brush, right? That's pretty much all
you need in a brush. You could definitely get by painting an entire painting
with just this one brush. And I'm pretty sure that I
have on a number of occasions, so don't worry too
much about brushes. But again, if you want them, I'll include links
in the resources. So I think that is all the
basic tools in photoshop, and we'll see in the next one.
10. Painting: So you can see here I put
the render into photoshop, and I've just started roughly working in colors and values. I know ahead of time that I want the beak to be
a little darker. I just like the way that looks. And you can see I'm putting cool colors in the shadows
and warm colors on the face. Since I had already textured the face to be a
little warmer color, I'm going to use the opposite a complimentary cool
color in the shadows. And I'm starting in the face because want most of the
detail to be in the face. I'm going to as you move
away from the face, which is the focal point, there'll be fewer and fewer details and it'll
be less rendered, and I want most of the detail and rendering to
happen in the face. But generally, I will work over the whole image at once rather than on one spot and
finish that one spot. I prefer to take a more holistic
view of the whole thing. I feel like it develops better that way when you work
on the whole image. Still keeping in mind
that the details should all go in
the focal point, which is the face
and the glowy mouth and eyes and that kind of stuff. So, this whole process is really just rendering fixing
details that I didn't figure out in
Blender and using the Blender three D base kind
of to check correctness, of shapes, of
perspective, of values. All of the lighting information was figured out in Blender. So I really only
have to render it, make it look like
a pretty picture. I'm changing some things that aren't happening with
the realistic lighting. I'm making artistic choices still. You know,
I'm highlighting. I'm putting a rim light on the beak there that
wasn't in the render. Here I'm fixing some of the
issues with the cloth from not spending enough
time simulating it. So I'm looking at reference, and I'm just making
the cloth a little more aesthetic,
making it look nicer. I'm concentrating on
the brush strokes. This is sped up about ten times. So it looks like I'm just going
nuts all over the canvas, but really what I'm doing is
intentional brush strokes. Thinking about every
brush stroke that I lay down as a mark that's going to show up
even though it may or not. It's good to think about
it that way because on the less finished parts
like down in the cape and the parts that aren't
as rendered as the face, that may be the final. So you want the brush strokes
to look good on the canvas, even if they're not fully
developed or fully, hyper realistically rendered,
if that makes sense. I'm doing the same thing
down here on the bottom. I'm adding cool into
the shadows and warm lights onto the
surfaces that are lit. Again, I forgot about
the bungee stra, I start rendering a belt
and I don't like it, so I change that. But my rendering technique
is to add a dark base. You can see I'm doing it here. I'm changing that strap. I'm adding a dark base in the
general shape that I want, and then I add lights
to it to give it form, and then I'll add
some details on top. And then I don't know if
I just got tired of it, but I moved to the face. And I'm adding some
little details here, but I end
up changing that. As I said, I don't like
those little pouches, so I change them in a second. And then I'm moving back here. I'm adding details. Now that the form is put
in, as I was saying, I start adding little
bits of detail, but not too much down here because I don't want
that to draw the eye. I want the face to be
the most rendered part. I add a secondary strap here. You'll see that nothing
is set in stone, right? I didn't model this. I just added it. But because the whole thing is in perspective
and created in blender, it's pretty easy to
just add in a strap. And I'm adjusting the sleeves
and adding a different type of arm detail there than what
was in the original sketch. Again, because it's
not the focal point, I didn't put a lot
of time into that. I just wanted to kind of be an indication of detail
in the background. So he's got some sort of ropes on his arm or
something like that, something that maybe scavenged. And while I was looking
over my reference, I liked this shadowy smoke, so I'm kind of adding that in. A good technique
for painting smoke is similar to how I was
just describing rendering. Add the big shapes in and then come over top with
another color or erasing. Don't try to paint
the smoke as is, paint the big shapes on the canvas and
then come back over it with other colors or
the eraser to shape it. And I'm bringing
some of that color down into the cape there. Here I'm doing more fixing on that lower part of the cape. You can see I'm just working
over the whole image. I'm using different brushes
to give different marks. I'm using different colors
and rendering techniques. I'm just trying to give it an overall aesthetic
that I like. Always referring back
to the reference. You can see here that
extremy s texture that didn't really come
into play anywhere else. Now I'm going to try
to put it in paint. This would have been
really hard to model and taken a lot longer
than just painting it in. So I'm thinking about
the planes here. I'm thinking about what
might be catching light, and I'm also thinking
about what's next to it. So since there's
darker shapes next to those cheekbone areas, I'm adding lighter
shapes on top of that where I think it might catch some light based on the lighting from the reference and the three D model
that we created. I'm messing around with
some details in the color, just trying to make
it interesting. And you notice in the darks, I'm trying not to use black. I almost never if you watched
my brightness slider, I almost never go below
eight to ten in this. I really need it to be dark. I want colors in the shadows. I want them to read as darks, but I don't want them
to be fully black because black on an
image is just dead. It just lays there, and
it's not interesting. You want even your darks should have some sort of color in them, even if it's not much. So here I'm changing those little pouches to little skulls, like maybe he collects these
as trophies or something. Just an interesting
little detail. Didn't really think
too much about it. Storywise, I just rendering some interesting
detail in there. You can see I did the dark
color for the shapes, and then I just laid in some progressively
brighter values until it read properly. I'm continuously
adjusting the values and adding brighter colors. And I'm just working
over the whole image. And now I thought that
glow was a little dull. So I'm going over top
of a color dodge. I'm just picking the color that I'm going to paint over top of, like the green in the mouth. I color pick that with ult, and then I just painted in
gently with the soft brush. And then I do the same, but with a multiply
layer for shadows, just deepening those shadows, always trying to
include color and not make it perfect black. But you can see, like, it's a pretty bright value
that I painted multiply with. Now, I'm pretty happy
with the rendering, so I'm starting to add
some little details. Also not going crazy with this because this is a
loose demo painting. I don't want it super
tight and ultra realistic. So I'm keeping it lose, and I'm just trying to add
some interesting details. I felt like it was
a little bit flat, but this is just me
experimenting, right? I tend to work on few layers, but I will use temporary layers. I'm unsure of something
that I'm going to do, I'll add a layer and start
working on top of that. That way, if I don't like
it, I can just pull it out. But eventually, I will just
sort of merge it back down. Always making backups, but
working on very few layers. So the rendering
process is simple. It's really just adding
interesting colors, value, shapes, making sure
the image reads properly. I'm always referring to the navigator panel
on the right there in the small thumbnail to make sure it reads at
a glance, right? Like if this was a illustration for a card game like magic, the gathering, it would
have to read upside down and across the
table at a glance. And that's kind of what
I'm thinking about in this illustration is making
sure it reads properly. And I'm copying
those light trails. I think I like this version
the most, but I keep going. I keep pushing it, and
it becomes a little bit too much. But that's okay. That's you see I'm
working on an extra layer and I end up
backtracking from there. That's the end of the
rendering process here, and the next step,
we're going to go to the final details.
11. FinalDetails: Alright, so I stamp
everything onto one layer, and then I go into the
camera raw filter. Usually it's to
taste, but there's a few settings that I
usually use all the time, and that's what
you're seeing here. I'll mess with the exposure,
either up or down. I tend to paint darker, so I usually adjust
it up a little bit. Then I'll take the
shadows up some, the whites up a little bit, and then drop the
blacks down, so. That's generally
the set up I use. Although I do have
to, as you see, I'm adjusting it a little bit. It's not always exactly the
same, but it's similar. Sometimes I mess
with the curves. If you drag the bottom
one up into the right, it'll gray out the
blacks a little bit. Color grading works for me sometimes,
sometimes it doesn't. You can always reset
it by holding alt and then there's a it'll say
reset color grading. That's for that one. Then the next thing I'll do
is add a high pass filter. I've got an action
setup for this that covered in the
photoshop video. I'll drop the capacity on
that a b and then also I have a noise action the final thing that I do is I have a brush with some texture that
I'll brush over top. Sometimes it take
some experimenting. I didn't use that when I used
a different one on this. I usually use a midtone gray, set it to soft light or overlay, and then drop the opacity. And you can just see it adds a little bit of subtle texture, make it look more cohesive. And then I'll manually
add a vignette. I like to do it manually
because you have more control over the vignette. Sometimes it's not
a full all the way around the image that I use. This is where I decided that all three trails were too much. I took them all off and redid the camera raw portion again, dragging the
exposure shadows up. Blacks down. I'm working in the color grading trying
to accentuate the glows. I'm putting green in the highlights because
that's the brightest part, and then I'm using a complimentary
color in the shadows. Then you can just see me
comparing contrasting. And then adding
the texture again. And that's the final result. So I hope you got
a lot out of this. I hope it was helpful. Thanks for watching.
I appreciate it.