Paint With Values: From Sketch To Grayscale To Colors (Clip Studio Paint) | Fanny Richard | Skillshare
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Paint With Values: From Sketch To Grayscale To Colors (Clip Studio Paint)

teacher avatar Fanny Richard, Illustrator

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Introduction

      1:05

    • 2.

      Class Project

      0:52

    • 3.

      Prepare Your Project

      1:45

    • 4.

      3D Model

      6:00

    • 5.

      Sketch

      5:03

    • 6.

      Character In Grayscale

      8:33

    • 7.

      Background In Grayscale

      10:29

    • 8.

      Color Base

      6:36

    • 9.

      Final Details And Adjustments

      8:18

    • 10.

      Conclusion

      1:09

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About This Class

Learn to paint in grayscale and how to color your work afterward. In this class, we will go through the whole process of painting an illustration with a character and environment, so you will learn how to tackle both. I will be using Clip Studio Paint, but you can use any similar drawing software. I will also show you how I use 3D models to help me, but this is optional (I will use the app Magic Poser).

Painting in grayscale is a great method to see and establish the values of your painting better. It also allows you to tackle one thing at a time: first you make sure your values are on point without having to deal with color choices, and only once they are set you can focus entirely on the coloring part.

What you will learn during this course:

  • How to establish a moodboard efficiently to help you solve different problems
  • How 3D models can help you with having the reference that you need (optional)
  • How to sketch from 3D model and still be faithful to your own art style (optional)
  • What are the steps to establish the values of your painting without getting lost
  • How to add realistic textures and details quickly
  • How to get out of grayscale and create a rich color palette for your painting

I’m an illustrator that originally was educated in contemporary art and comic illustration, and I’ve been expanding my knowledge over the years by reinforcing my art fundamentals, studying industry techniques and experimenting with different ways of working. During this course I’ll show you the techniques and tips that have helped me the most to improve my art and my workflow.

Required skills: Good knowledge of art fundamentals, digital art.
Tools needed: Drawing tablet and stylus, Clip Studio Paint or any similar drawing software. Optional: A 3D model app (I will use Magic Poser).

Meet Your Teacher

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Fanny Richard

Illustrator

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Level: Advanced

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Transcripts

1. Introduction: You've been in digital art for a while. You might have heard about painting in gray scale first and then start coloring. It's a popular method to paint among digital artists because it tell us to focus on the values of your painting first, which is an essential component for an impactful and accurate artwork, and tackle the complex task of coloring separately. Hi, I'm fans. I'm an artist who was originally educated in contemporary art and illustration for comics. I have been going on learning and experimenting with different drawing techniques over the years. I've seen a lot of tutorials online to explain how to go from gray scale to colors. But I've also seen a lot of the question, okay, but how do you paint in gray scale too? This is a question I want to answer to this class has the goal of taking you from starting from zero to gradually building up your artwork by giving you all the tools and techniques that will make your process easier. My hope is that with this class, creating complex artworks will feel a lot more achievable for you. Your project for this class will be to follow along with me by creating your own artwork. With that said, I wish you a great lesson. 2. Class Project: Your project for this class will be to follow along with me by creating your own artwork. I will use clip studio paint, but you can of course, use any similar during software. The first step will be to create a moodboard to find the references that you will need. During the second and third steps, I will show you how to use three D models to build your own reference and how to sketch from it. This is optional, even though I encourage you to give it a try because of how helpful it is. Then I'll show you techniques and tools to paint in gray scale. For the fourth step, then the last step will be to add color to your painting. I suggest that you share your work twice in the project section. Once when your gray scale version is painted and then your final artwork. I can give you some feedback to help you improve. Now let's dive into the lessons. 3. Prepare Your Project: In this first lesson, we are going to see how to prepare your project. The first thing I did is doing a rough sketch of my ID. And now I'm jumping right onto Pinterest to find some reference and make a mood board. I know the character will be the center point of my artwork. The first thing I'm going to do is finding some refers to help with the posture of the character. My character is leaning against the wall, so I want to see exactly how we look when we lean against the wall. This is exactly what I'm typing into Pinterest. I'm trying to find some refunds that will help me building some believable posture, and then I'm saving everything into a new Pinterest board. Then I'm scoring a little bit more through interest to try to get inspiration for the atmosphere of the piece here. I'm really liking those bandaged sort of walls. This is what I am saving into the board. I might come back to it later, but for now, it's enough to start. Now it's your turn to start your project. Start by doing a thumbnail and make a moodboard which direction you want to take for your artwork. During the next lesson, I will show you how I use three D models to help me with the structure of my painting. But this is completely so you really don't have to do it. If you don't want to, you can simply keep the lesson and sketch like you would do normally see you in the next lesson. 4. 3D Model: In this lesson, I will show you how I use three D models to help me with the structure of my painting. As I said in the previous season, this is completely optional. You can just watch this video and if you don't like it, just catch like you would normally do. The app I will be using is Magic Poser. It's around $10.01 time payment, but if you don't like it, there are other options like Pose or pose it. But I didn't try those apps, so I can't tell you anything about them. For background modeling, there is also a sketch up which has a completely free version, which is fully functional. Of course, if you know blender, I guess it's even better. But I don't know blender myself, so I can't really guide you about that If you're using clip studio paint. The software has a three D model building system as well. I will stick to magic poder though, because this is what I'm used to. This is a tutorial on how to use magic per I learn to use magic poder only by watching the tutorial that appears when you install the apps. I suggest that you do the same. But I will show you what I use it for. Maybe it can inspire you to begin. Just a quick overview about what magic pozzer does. Magic pozzer will give you three models of characters and props that you will be able to manipulate and transform to give you a base for your painting. As you can see here, I'm starting by switching to the female character. There are several character types available on magic poser, but only this model has presets. I like to use this model only even if it doesn't match my style. As you can see, I'm not really going very technical with magic poser. Usually I'm just using the cube shape and placing it to have some benchmark. I wanted to see if there was some presets that could match the posture I wanted. But there was nothing even close. So I will have to do it all by myself. Nagi poster has more presets with the subscription based plan. However, it's good to know if you're interested. What I'm doing is that I am adjusting the posture by hand. And this is where the mood board is important. Because I want to build a post that is realistic and the app won't help me with that. It's a literally bit tricky, So a lot of people don't like this app because of this, because it's pretty hard to get in the posture that you want. But the key point I would give you is that if you want to move a certain articulation and it's not moving, sometimes it's another articulation that you need to make your character move the way you want. For instance, if I want to bend the elbow, it's actually the wrist that I need to move to make the entire arm move. It needs a little bit of playing around and getting used to it, but I think this is really worth the effort. There are a lot of hands be said that convenient though. If you want to make your character hold an object, you don't have to move each finger one by one once. I'm happy with the posture. And this is really why I like three D models. It's that I can play around with zooming and moving the point of view around. I can try to find the best composition already right now, instead of having to sketch a character in many different angles. Usually I won't sketch a character in many different angles. While here, I can really play around with very small changes in the perspective and point of view to see what looks the best. Why I like three D models a lot as well is that when you are searching for references, you won't necessarily find exactly what you have in mind. Sometimes you might just spend a lot of time searching for references where when you use three models, you can just build what you want. And in the end it takes a lot less time. Another way thing is that you can add the light source where you want. It's really great for reference and knowing how the light hits your character. I actually like the default lighting very much here. I won't change it a lot. But you can also add other sources of lights if you want, even though I find it not very readable, actually. Here again, I think photo references are important to see how the light actually interact with a person. Because I would say this is the limits of three models, or at least on magic poser, that sometimes it doesn't look that realistic. So it's just more of a guide. You still need to use your knowledge to fill the gap. You can see that I'm quickly placing another cube. But once again, it's just to have a benchmark for how to place the elements in my background. It helps a lot with perspective. Okay, so I had to move a little bit the posture of the back of screen. But another tip I want to show you here when you have stylized characters and you're using a three D model that is quite realistic like this. A good tip that I like is to modify the body morph by making it very skinny. I actually see the structure of skeleton. I know better how to stylize my character. After that, it gives more of a body template instead of a whole body to copy. Or twice, if you know what I mean. Once you're happy with the result, you just have to export it. We can export it with or without the sky and ground, which I find very convenient. Just like that, you have your three D model template to recap. Using a three D model can help you with having the exact pose reference that you have in mind. It also helps you with having a better structure for your painting. It's great for lighting reference and can help you with perspective. And perhaps as an optional homework, you can try out magic poser or another treed model app if you want. But once again, that's really up to you. During the next lesson, we will start to do a rough sketch. I will show you how you can use the street model and also how you can come back to your style using it. But if you don't use treed models, you can also just sketch with your references. See you in the next lesson. 5. Sketch: In this lesson, I will show you how to sketch from three D model. Especially how I come back to my style, even though the three D model doesn't match it. But once again, if you didn't use the three D model, you can just sketch like you would normally do. The first thing that I'm doing is that I am opening my three D model image into clips to your paint. You can of course, use any software that you have here. I'm satisfied of the dimensions of the three D model file. I'm not changing it, but it depends. Sometimes I can adjust it. Afterwards, I'm first creating a white background underneath my three D model and I'm creating a file for my sketches so I can keep everything organized. Then I'm just lowering the opacity of the three D model on a layer on top of the three D model, I start sketching. The only thing I'm doing for now is tracing over the three D model. The main downside of it is that I am tracing over a model that doesn't match my style as I mentioned earlier. But I still like tracing better than copying. Because like this, I'm sure that the perspective is right and I really don't have to think about it. But the main takeaway is that to be able to come back to your style after that, don't just trace mindlessly but really try to understand how the model is done. I'm mainly using it to take benchmarks of important elements and I'm not really trying to get a very clean and accurate silhouette of the overall manakin. If I'm taking too much, I know it's going to be hard to transform it afterwards on a separate layer. I also trace the main contour of the background. Once I took what I wanted from the three D model, I start modifying my sketch. Usually when we stylize, we want to exaggerate the course and create interesting shapes and lines and have overall a nice flow of the lines. This is what I'm doing here because I find the three D model very stiff. I also modify the proportions for ones I like better. As you can see, I have separated the head from the body, so I can select one or the other to modify the size easily. But you can of course, also just use the lasso to work as well. Then I just start adding details and stylize it the way I want. There's really nothing special. I'm just sketching regularly. I'm doing her first rough sketch and then I'm doing a cleaner sketch on top of it. Oh, no, I'm only working the character for now. I'm leaving the background as it is. It's secondary in my image, so I will work on it later on. And that's it lesson. So to recap, you can use your three D model as a base for sketching and tracing over it, but don't take too much information. Otherwise it will be harder to come back to your style. But in the end, our first step is to make a sketch. No matter how you end up doing it, I just advise that you try to make it clean enough or you can even just do a very clean line out if you are up to it. Now it's your turn. Make your own sketch, either by using a three D model or by sketching regularly. During the next lesson, we will start painting in gray scale. Be sure to have your sketch and an idea of your lighting and see you in the next lesson. 6. Character In Grayscale: During the next two lessons, we are going to see how to paint in gray scale. We are going to do it in two steps for this lesson. We are going to paint the character during the next esson, we are going to paint the background. It's going to be more digest this way. The first thing that I'm going to do is that I'm going to put my three model on my sketch side by side. To do so on the studio, you just to open both files. And I'm taking the three D model file and snap it to the left of the screen. I have a big drawing tablet, so it's more convenient for me this way. But just try to arrange your setup so you can see reference very well. The first thing I'm going to do is to put a flat gray color on my character, just to isolate it from the rest. I'm not a very big fan of the Lasotl. I'm just painting the contour of the shape of the character to fill it afterwards. But just do like you like the most. I don't really care about the value of the gray yet, I just want to isolate the shape. But we still can change the color afterwards even if we're not going to render the background. During this lesson, I'm still already defining the shapes and values of each element. Like this, I can already start to work on my character depending on surrounding for the background. I'm just isolating each plane on different layers. It's going to be easier to work on it afterwards. Planes that face the same direction can be on the same layer. I'm also putting all the background elements into a different file. I keep everything organized. Now that this is set up, we can start painting on the character. I start by creating a clipping mask on my color base layer and set it on Add mode. What I am going to do as a first step is painting the main light value. At the end of this first step, I want to have two main values. Sometimes I paint three main values. It really depends on what you think is the most appropriate for your painting. But I'm trying to be really precise with it. A little bit like if I was doing some cell shading When you're doing it, the main thing to keep in mind is to make sure that all your shapes are very graphic, very beautiful. Of course, the three D model is there just as a guide and won't provide all the information that I need as I stylized my character in a way that can't be represented on the three model. So I still need to think about how the light would heat depending on the changes I have done on my painting. But the three D model is still a very good base to understand how the light would be heating. Don't be too worried about the intensity of the light yet either, because we can still modify it afterwards as well. All you have to focus on for now is the accuracy of where the light is heating and the beauty of your shapes. Don't hesitate to correct mistakes that you can see on your lines as well. Having a process in several steps is also an opportunity to spot more mistakes. Okay, here you can see I'm adjusting my base as I thought it was too light. And I'm also lowering the opacity of my key light layer to adjust its intensity. Once I'm happy with the lighting, I'm just changing the base value of the different elements of the character. I prefer doing this after painting the lighting because I find that it helps me focusing on the lighting a better. But that's just my own preference. I'm doing it on a separate layer, on a clipping mask just to make it easier to correct if needed, but I will merge it afterwards with the base. I don't want to have too many layers at this step. Once the flat colors are done, we can start searching for the mid tones. The mid tones are all nuances in values that exist in the flat areas we just painted. The most tricky part is of course, the face. If you're not familiar with it and you don't really know how to take it, what you need to study first is the Asaro head to find a great tool for it. You can just search for SRrohad on Google and go onto the sketch fab website and you'll find a three D model of a Nassrohad. The SRrohad helps with showing the different planes of the face. Once you know it properly, you'll know how to shade faces with nuances and understand what's actually going on. On three D models, like the ones of magic poser, the face is particularly important in a composition like that because it's the main point of focus. Eventually, you can be a little bit more rough with other parts of the painting, but you need to give attention to details in the face area. The intensity of your helite will be exactly the same everywhere as well. So now is the moment to adjust it. The difficulty of the exercise is that sometimes the contour of the light will be sharp and at some places it will be more blended. You'll need to pay attention to how you'll render each little elements like this. Another thing to pay attention to is that the values in the dark areas and the values in the light areas should never be blended. Meaning that the darkest value in the light area should always be lighter than the lightest value on the dark area, and vice versa. Don't hesitate to adjust your lite shape as you paint as well. Once you're happy with the whilst, we can go to the next step to recap. We start by painting the two or three main values in gray scale. As flat colors, the focus must be on getting accurate and beautiful shape. Once we're happy with the main values, we can start painting the midtones, when the face is the main point of focus. Knowing the assur head is a usted to paint it accurately, but to paint the rest of the body, you can use your references and your knowledge. Now it's your turn. Paint your characters in gray scale. First by painting two or three main values and then painting the midtones. During the next lesson, we will start rendering the background in gray scale. I will show you a few tricks to add details quickly and make your background looks great without spending too much time. See you in the next lesson. 7. Background In Grayscale: In this lesson, we are going to see how to create our background in gray scale. For this painting, I will show you a few tricks that are used in the industry to add some realism and save a lot of time. But feel free to paint your own painting however you like. As long as you apply the basic art fundamental in gray scale that we will see during this lesson, You're good to go. The first thing I'm going to do is that I'm going back to my mood board to search for inspiration for ground texture and wall texture. I'm just examining some pictures I find interesting to see how things are done. In the end, I'm planning to put some concrete texture onto the wall, on some pavement, onto the floor for that big white space on the right side of the painting. I want some far city escape as if our character was onto an elevated spot into the city. The first thing I'm going to do is that I'm going to search for some photos stock for my far away city. For this, I'm going on Pixels, which is a great website for free photos, stock images. I'm starting to search for images that looks like what I want and save them into a folder. Then I'm going on to Pix Be to find some concrete texture. Pix bee is like pixels, a free photos stock website. But I find better than pixels for textures. I'm also saving different concrete textures. I'm trying to find some with some nice details like this as well. Then I'm trying to find just one payment texture. I'm just going back to my mood board for more inspiration for what I want it to look like. I'll just take that one texture. It's enough for my needs. Now let's go back to the drawing. The first thing that I'm going to do is to apply some texture on that wall. I'm just starting by renaming my files for more clarity, and then right above my wall layer, I start by placing some different concrete textures. I will just tack different ones to make the texture of my wall more interesting. I'm also making those texture layers as a clipping mask on my wall layer just so it doesn't go past my wall. I'm really just taking those different textures and trying to organize it in a pattern that looks interesting. Once all the surface of my wall is filled, I just merge all my texture layers. Now I will start to blend it to make it one big cohesive texture. To do it, I will done it between going over with a texture brush and the smash tool on a textured option, my main goal is really to erase those sharp edges while still keeping some texture. When I'm done, it has inevitably erase some texture in some part of the wall. What I'm going to do to correct it is to put another single concrete texture over all the wall. And put it on soft light blend mode, so it blends with the rest. I also lower the opacity, so it just uniformized everything while still showing a lot of the different texture under it. Now I'm going to place the pavement for this. I need the perspective to be a little bit more accurate. I'm going to reopen my thread model here. Again, I put my pavement texture above my ground layer. The tricky part is also to make sure that the pavement texture has a realistic size compared to the character. Then for that low wall, I'm just duplicating my big wall texture and put it over it. I'm putting it as a clipping mask on my two different layers, one for each face of the wall. And I'm just correcting the value with the color adjustment tool to make it accurate in regards to my lighting here. Again, I'm lowering the saturation of my pavement layer to make it purely gray scale. Sorry, I just saw that you can't see my color correction window. I don't know why it's not recording it. Then I'm just placing my city image. I'm really moving it around to see what fits the best I thought I would have to play around with more photos. But in the end, I like this one a lot. It already has some atmospheric perspective in it. So if you don't have, you just have to add your one atmospheric perspective by hand. Once I have placed it, I'm just painting over those dark buildings because elements in the foreground can be darker than my elements in the foreground. This is really what you need to pay attention to when you're using photos, stock images. It's that you still need to make sure all the fundamentals are in place. I'm also painting a little bit more of that gray sky because the image didn't fit completely the size of the painting. Now that the main textures are in place, I will start to add details with that wall. I will start to chip away some part of the edge of the wall with the textured eraser, I'm erasing the base layer, so the texture layer follows along. I really want it to look like a real wall. It's never going to be completely straight. I'm really paying attention to mimic the pattern and wisdom of a concrete wall. Then I'm doing the same with the low wall. I'm really making sure it looks realistic when I'm shipping away a little bit too much. I just repaint it. Then at the corner that is facing us, I'm just adding that meet tone that you can find when two surfaces meet. And I'm making it quite irregular and textured to match the concrete texture, I'm adding some darker details to paint the irregularities in the texture. Then I'm just starting to add the shadows for the low wall. I'm just copying and pasting the wall layer, putting it on, multiply and placing it so it matches the right perspective and the position on my selling model. Then I'm just trying to do the same with the character, but it doesn't really work, so I'm just painting it by hand. In the end, I'm just creating a layer underneath my character layer, putting it on multiply and start painting in the shadow. As you can see, I started with a soft airbrush, but in the end, it's better to do it with a hard airbrush and then grow it. There are actually no hard airbrush. Eclipse Studio. For those of you who are using the software, I have added my own as a resource. Then I just found that my word lacked a little bit of details. I just decided to add some brick pattern here. Again, I'm just paying attention to put it into the right perspective. I'm just selecting part of it with the polygon lasso tool to remove the part that I don't want. I lower the situation again then while I want it to be quite realistic, I don't want to have too quick detail either. Or it will take away too much from my main subject, which is the character for the bricks on the wall. I tried to change the blend mode to see if something works, but nothing did. I just ended up taking a big airbrush and brush away a little bit of the details. But for the floor pavement, I got away with putting the layer on over a mode. It just often the texture very well. I also wanted some barb wire on the wall to separate the elevated place where the characters stand from the far away city. I just start hand painting it. It's digital art, so don't make it too hard for yourself. You can just start painting the main shape and then you just have to copy and paste it. A lot of things in cityscapes are actually repeated shape. You can use the technique in a lot of different scenarios. You copy and paste one small element and then you merge it, and then you copy and paste your bigger element and merge it again. You can do it as many times as needed so you can really save a lot of time. I'm just aligning it facing me, then I'm distorting it in the right perspective. Then I'm adding details again, like that big wire at the top and chipping away some part of it and withdrawing it just to make it used by the time. It just adds a lot of realism with really minimal efforts to make it shadow here again, I'm just duplicating it. Putting it on multiply, lowering the opacity and placing it in the right perspective on the ground. Then I'm just erasing away the surplus. Then again, you need to remember the fundamentals. Bricks and pavement are not flat, but volumes that will interact Depending on the lighting, I need to shade it accordingly. The lighting come from the top, everything that face it will receive more light. The planes that are hidden from it will receive more shadows for the barboire instead of lighting in my hand, which would take forever. What you can do is simply duplicate it, make it white. Make it as a clipping mask on top of your dark barboire base. Just move it slightly in the right direction. I forgot to put the wire shadow on the low wall as well, so I'm just correcting it then. I'm just going on with shading the bricks and overall, trying to think about where to add shadows and lights. It can take sometimes to figure out that type of thing because we're going without any reference here. It's only with our knowledge that you have to deduce it. Once you think everything looks cohesive, you're done with that step. To recap, there are actually two main steps in that phase, which are placing the main textures onto your base. You can do it either by using photos stocks or by painting it by yourself, or using texture brush. It really doesn't matter, the process is the same at the end. The second step is to adjust your lighting and shadows accordingly. Now it's your turn. Paint your own background in gray scale, either by using photos stock or by painting it by hand. Don't hesitate to share your work at this step so I can give you some feedback. During the next lesson, we are going to start coloring our painting. The lesson will focus on adding some local colors before we move on to the rest. See you in the next lesson. 8. Color Base: In this video, we are going to see how to apply your first base for our colors. The goal will be to get out completely of our black and white painting and define our main colors. So the first thing that I have done is that I have searched a few images to complete my mood board. I want the scene to take place in a very beautiful, sunny day. I've searched some references with a similar lighting as what I want. Like this, I can see how the light and colors behave in such an environment. Then back to my Cliff Studio file, I have made a copy of all the work that I have done like this. I can come back to my gray scale version if ever my coloring doesn't turn out that good. Then before starting coloring, I have also re organized my layers. So I have merged everything that could be merged. So as you can see, I have kept mainly the main plants, a little bit like what I had at the beginning before starting to add textures. I have just kept the shadows separated and the barboires and its light, as well as it would be too hard to color them if they were merged. And I also have kept the shadows separated so I can tint it more easily for the character. I've merged everything except the shadow. I don't want to have too many layers at this step because we are going to add a certain number of layers. Now how you organize it really depends on your own artwork. So I'm just showing you my organization so you can have an idea of what I'm doing. Basically, what we're going to do from now on is creating a new layer for each element on colomode to color it. Colomode is really convenient because it won't change the value of what is under it. What I'm starting to do is coloring my blue sky. The blue sky understand are what will determine the tint of everything else. So this is why I'm starting with it. As you can see, I'm already starting with some counter example. If I can say, as I'm struggling to put the right color onto my photos stock image for this one, I exceptionally need some adjustment layer. I have just played around with a new layer and different bending mode until I find one that can correct my color base. I think this is happening because the photos stock and my painting are reacting weirdly to my layer mask. The main point that you can take out of it is that when something is not working as you would expect, just don't worry and play around with different method until you can fix it. This is just part of the process. Then I start to paint the direct surroundings of my character. I put the color layer on a clipping mask for each one of the elements. It makes the coloring process a lot quicker. As you can see, I'm not only putting one single color for each element, but I'm painting a blend up color. Because when you look closely at the, well, you'll see that we never see only one color in our environment. But there are always a lot of different shades and hues for what we perceive as one color. I've all painting the local color of each element, keeping in mind that it needs to be really one colors because it's directly exposed to the sunlight. But for the shaded part of the Lol, I put a cooler version of the local color. I also have some blue in it that the ambient light under a blue sky will tint blue. The shadows for the Babore, I just put the light layer on color, Dodge mode or hard light mode as you wish. And paint it with a quite warm, white yellowish color just to show very easily where the baby is catching the sun. Then once the environment is painted, I jump onto the character silhouette and here again create a clipping mask on color mode. Start by painting the skin of the character even if the character is half in the shadow, for now in the skin as if it was directly in the sun. So weather bright and warm. I will handle the shadow tint later. I'm doing the exact same thing for the rest of the character. Just painting the local colors but slightly warmer considering they are in the sun. Here, again, like for the background, I paint a blend of colors. Now for the shadow part, I create a new layer as a clipping mask. I put it on multiply mode and I fill it with blue as my ambient light is the blue of the sky. I also lower the opacity to adjust it. Then I start to erase all the parts where the sun is heating. Then for the shadow of the low wall and of the character, I kept them separated so I could correct their color more easily. All that I'm doing is opening the curves and tinted slightly blue With that, you're done with the first coloring step to recap. The first step to get out of a gray scale is to create a new layer for each element on color mode. And to apply the local color of each element one by one. Remember to take the lighting of your environment into consideration. Four characters are complex elements that are half in the shadow and half in the sun. You can first paint their local colors and then add a new layer on multiply, fill it with the appropriate color and erase the paths that are lit. Finally, for the cast shadows, it's easier to use the curves to taint it slightly. Now it's your turn add some colors to your gray scale painting by using new layers on color mode, or using any other techniques that you saw during this course. Choosing the ones that are the most appropriate for your painting. During the next lesson, we will polish our colors and add final details to our painting. See you in the next lesson. 9. Final Details And Adjustments: In this lesson, we're going to add some details and posh artworks. This is the last lesson of this course, so keep going. You're almost there. For now. Colowing is pty boring, so we're going to address that. I don't know if you remember, but at the beginning of the course, when I was making my mood board, what I was looking for as a thing was, was covered in graffitis. I didn't put it before during the grey scale phase because the colowing part is the main component of type of details. We don't really care about the values here. It's more cohesive to keep that type of details for the end of the process. Here, again, to put that amount of details instead of painting by hand, I prefer to simply use some texture. This time I found a photo that I like on Splash, which is another free photos stock images website. What I'm going to do is placing that image on my existing wall on top of my existing texture. Stacking different textures is a really great way to achieve the look that you want and really personalize your artwork. Because it can often happens that you don't find the perfect texture that you're looking for. So here again, I'm putting it in as a clipping mask, even if it's quite abstract patterns. I'm still trying to pay attention to the scale. This is why I'm stretching it quite far away from the canvas size. And then I'm testing different blending mode to see what looks the best. And here it's soft light. Then I don't want my line art to be too apparent. What I'm going to do is to create a clipping mask on my lineart layer. And then I'm just recoloring my line art to have a color more subtle and black. The main thing that you need to pay attention to is that your image still needs to be readable. So be careful mainly when your line T serves as an oxygen shadow. Sometimes when you see the colors, you might want to still change a few values in your painting. So you don't have to be scared to do that, just to be very careful to what you're doing here. I wanted the jacket of my character to be a little bit darker. So what I'm doing is I'm creating a new adjustment layer on top of my character. And I'm putting it on the bending mode that allows me to darken my color. So here I choose overlay, because with overlay you can adjust the value in both directions. So I don't have to create several adjustment layers. But overall, you just have to experiment with your own painting and see what works the best overall. That can make quite a lot of layers at the end. I would say that this is probably the main downside of this method, especially when you like to work with fewer layers in the end. In my case, I had many layers mainly at the end to correct things during most of the process. I don't have that many layers, so I'm not too confused. This is also the moment where I'm adding the very bright touches, like the very hard lights. I prefer to do it now too because this is really the finishing touches. And I find the very subtle coloring very important. It's easier to add details like a glow around the main light. I'm over all trying to put more lights around the character face and darken what is away from the character face to guide the eye towards it, as is the center point of the piece. This phase is also the moment where you can add more subtle light sources. Like here I'm painting the bond light. My scenery happens under a bright blue sky, so it will reflect a bit everywhere. I'm just dabbing blue touches on the different surfaces. And silver wall, the color of the sky, that will serve as a bond light on the character but also on the shadow part of the low wall. The color of the wall reflects on the hair. This is also now that I'm dealing with the color of the eyes. It's just a finishing touch that it's easier to handle. Now this is also now that I'm adding some hair strengths. Doing it now means that I can simply coop pick from the main hair mass and draw simply a few strengths. It also overlaps my line art, it hides it a little. I like to create a correction layer on top of all the rest so I can simply correct everything at once, the form, the color, without being bothered by the layers. And I'm just keeping on adding details and correcting mistakes here and there as I see them. It's also the white time to add some highlights. I'm adding some details like freclls on her face. Once you're happy with the result, you're done with your artwork. To recap, this last step is the F of all the steps, where you will just do everything you want to make your final artwork look better. A few examples of what you can do a add some more textures in color this time. And use bending modes to mix it with what's underneath. Create correction layers to adjust some colors, add more subtle light sources, and have some more of your ambient light color. And of all, just do your color corrections. Once you're done, don't hesitate to publish your work. I'd really love to see what you've done. Thank you for taking this class. 10. Conclusion: Thank you so much for taking this class. I hope you found it useful and that everything went well. During this course, you learned how to prepare your project by searching relevant images to create a moodboard. How three D models can help you with composition. Perspective and lighting, to name a few. How to come back to your style after tracing your three D model. Then when painting in gray scale, you learn to begin with two to three main values and to search for the intones. Afterwards, then you learn to add color colors with color blend mode. Lastly, you learn to make other color adjustment by using a bunch of different techniques. It was a rather advanced class that required a lot of fundamental art knowledge. If you see that you're struggling with one subject, I advise that you search for some class to fill the gap. Also, don't hesitate to ask questions in the discussion section and eventually leave some class request if you wish. I would also appreciate a lot if you could leave me some review as I'm looking for your feedback to improve my classes. Lastly, if you want to follow me on social media, I'm mainly active on Tiktok and Instagram, even though I have taken a break lately now. With that said, I hope you enjoy the class and wish you happy. Creations.