Vector illustration from scratch: Speed & Motion: Draw an F1 racing car | Chris Rathbone | Skillshare

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Vector illustration from scratch: Speed & Motion: Draw an F1 racing car

teacher avatar Chris Rathbone, Freelance 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.

      Speed & Motion: How to draw an F1 racing car illustration, by Chris Rathbone

      1:54

    • 2.

      Stage 1: Build a skeleton

      4:43

    • 3.

      Stage 2: Create a loose sketch

      6:51

    • 4.

      Stage 3: Create your line work

      9:15

    • 5.

      Stage 5: Inking

      1:37

    • 6.

      Stage 6: Adding shadows

      7:09

    • 7.

      Stage 6: Creating low lights

      6:21

    • 8.

      Stage 7: Colouring your drawing

      13:46

    • 9.

      Stage 8: Adding highlights

      6:04

    • 10.

      Stage 9: Lighting

      2:55

    • 11.

      Stage 10: Create a background

      6:39

    • 12.

      Stage 11: Rim lighting

      2:09

    • 13.

      Stage 12: Finishing details

      2:06

    • 14.

      Stage 13: Final composition

      2:31

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About This Class

Learn how to create a finished vector illustration from scratch!

As a freelance sports and automotive illustrator I am regularly commissioned to drawings of cars - either still, or in motion. In this video, I will break down my illustration process in full - working from a blank canvas, and I'll take you through the stages of digital drawing in a way that’s perfect for artists of all levels. These techniques can be applied to create any vector drawing of your choice. Either follow along and create this drawing of an F1 car, or create an illustration of your own subject matter!

From building a skeleton for your drawing, sketching, creating your final line work, and then adding shading and colour to your illustration, you’ll learn how how to create vector illustrations like a pro.

Topics:

  • Building a skeleton for your drawing
  • Creating a sketch
  • Inking, and final line work
  • Creating lighting and shading in your illustration
  • Adding the finer details to your illustration and experimenting with composition for your finished drawing

See how I create a high detail, vector illustration of a car racing at speed, with plenty of tips, tricks, and real-time troubleshooting along the way. 

Whether you’re an experienced digital artist, a traditional artist looking to work in the digital format, or a hobbyist in search of a new creative outlet, this class will take you on the journey to creating awesome vector illustrations!

__________________________

This class is suited for illustrators of all levels, especially those who are just starting out. To follow along, you’ll need a computer with some drawing software. I use Adobe Illustrator on a Mac Book Pro with a Wacom Cintiq Graphics Monitor for this class, but you can use the drawing program and hardware of your choice.

Meet Your Teacher

Teacher Profile Image

Chris Rathbone

Freelance illustrator

Teacher

Hi! I’m Chris Rathbone - a freelance illustrator with a background in Graphic Design and Art Direction. I love the challenge of trying to capture emotion and energy in my illustrations, and I like to use bold colour palettes to further enhance the visual impact of my work.

I work primarily in the sports and automotive industries, and I have created illustrations for a host of clients including Formula 1, the NBA, Red Bull, Puma, ATP, Ferrari, the Boston Celtics, Formula E, W Series, William Hill, 888 Sport, the Tour De France and the Goodwood Festival of Speed. I have also created illustrations for leading magazines such as CAR Magazine, Top Gear, Forbes Magazine and Match of the Day, and I have been commissioned by a U.S. publishing house to illustrate a series o... See full profile

Level: All Levels

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Transcripts

1. Speed & Motion: How to draw an F1 racing car illustration, by Chris Rathbone: Hi there, My name is Chris Rathbone and I'm a freelance illustrator. I work predominantly in the sports and automotive industries and I've created a work for clients such as Formula One, the NBA, Red Bull, Puma, and Top Gear. My background is in graphic design and art direction. And I made the jump about four or five years ago now to quit my day job and focus full-time or my career as an Illustrator. I often get asked how I create my illustration work - what software I use, what techniques I use, and how I go about creating an illustration. So I've put together this class where I'm going to be creating an illustration from scratch of Daniel Ricciardo, who is the McLaren F1 driver. We're going to be starting literally from a blank canvas and I'm going to show you how we start to build up a rough skeleton sketch using really simple geometric shapes and lines, and we can then take that sketch, flesh it out to create our linework and our inking layer. Then I'm going to show you how we go about adding color and lighting and shading to our illustration to really make it come to life. By all means, you can follow along and create the same drawing I'm going to create in this class, but these techniques and principles are the same techniques and principles that I use for nearly all of my illustration work. So whatever the subject matter that you are drawing, you can follow along with this process and apply these steps to any drawing you wanted to create. This class will be perfect for all levels, so whether you're a traditional artist who's looking to make the jump into digital, wherever you already experienced digital artist, or whether you're new to illustration and you just want to find a way to get started. I'm excited to put this class together. I hope you enjoy it. And I'm really looking forward to seeing the work that you create off the back of this class. Let's jump into the video. I hope you enjoy. 2. Stage 1: Build a skeleton: Let's get started. We're going to go ahead and set up a new document here. So I'm gonna start my document to be 1 thousand pixels square. I'm going to make sure I document RGB because it's going to be used for online purposes. We've got our art board here. Now. Obviously we're creating an illustration from a blank Canvas here. It can be quite daunting to just go straight in and start drawing without really having an understanding of what your composition is going to be. What we're gonna do. First of all, is we're gonna build up a very rough composition just using really simple geometric shapes and lines to get an understanding of where our drawing is going to sit and what the composition is going to be. I'm just going to put in a horizon line here, which is gonna be the road which ultimately our cars is gonna sit. Using the ellipse tool. I'm just going to create a series of ellipses here, which is basically going to be our front wheel and our real-world. We're going to create a side profile of the F1 car race and its speed here. What I'm gonna do now is I'm just going to start drawing in some very rough simple shapes. This is probably not gonna be very recognizable as any specific Formula One car at all. Board is gonna do, is it's going to form almost a kind of skeleton from our drawing that we would then flush out and add our data onto. I'm using a series of simple lines here. Just going to scale this down a little bit. And this again is one of the benefits of working in really simple geometric shapes is if you want to move things around or change your proportions, where we've got very simple shapes. It's really easy to do that rather than having to play around with trying to move lines around and shade in an inky and etc. I working with really simple shapes. It doesn't look all that great at this moment. But obviously as we develop this drawer and it's going to look much cooler. I'm just going to use the rectangle tool to create the front and rear wings here. Again, just using some really simple linework to put in some of the detail for this car. Of course, you can use some reference images for this to make sure that your car looks as realistic as possible. Obviously, if you're creating a specific car from a specific rice and you want to make sure that you're accurate view details. Feel free to use and reference images if you want. But we're really creating our own composition here from scratch. I want to use a line tool down the front here just to create a top of his nose cone. I think this n Pi Here's a little bit too long, so I'm just going to shorten that and I'm gonna move this side pot plate down here. And I think I'm just going to actually extend the wheelbase a little bit on the car here to make the car bit longer. Again, because I'm working in simple geometric shapes. Once I start plotting a few of these shapes in, I can then start to see if things are working and if they aren't. And it's a super quick to make any adjustments to your composition when you just got minimal lines and simple geometric shapes. I'm gonna draw some detail in here for the side pod. I'm going to put in some rough lines here just to see where the top of my car around the top of the engine cover just to see where that's going to sit. I think that's looking cool. I might just move that slightly down. One of the things because we're not drawing or tracing over a specific image. It gives us a lot more artistic freedom to exaggerate a few of these proportions to create a much more exciting illustration. Now with some of my work, clients may want me to work from a specific image, in which case you really have to draw a trace from an image. But with this piece, we're creating it from scratch. We've got free rein to be as creative as we want to extend a few of these proportions out. Queer, more excited image. Our drawing is ultimately a side profile of his car, but we don't want it to be a flat two-dimensional drawing a carbon. We still wanted to have a lot of depth to it. What I'm gonna do is I'm just gonna put in the rear end plate, which is furthest away from our rear wing here. And that's a couple of little things that we'll do like that with the rear wing and play with the wheels that are further away from us. We will draw those in a later stage because it adds some really nice perspective to our car. We're not gonna get too bogged down in details like that. I'm really happy with how the composition will build has come along mostly as super referred a moment, you wouldn't want to send this to a client or anything because it's very, very rough. Er, this is for realists, for our purposes, just so that we can get our proportions correct before we move on to the next stage, which is gonna be our sketching layer. 3. Stage 2: Create a loose sketch: So now we've got our build layout, we're ready to go. I'm happy with how that's looking. I'm just going to set up a new layer above it called sketch elements. Set the opacity of our build layer back to about 50%. Just that is clear for me to see what I'm doing. Now I'll say this is personal preference, but for my build layer would like to work with a light blue color. Just so that when I start inking and draw a line work above in our black is much clearer to see what we're doing and you don't get confused with your lines. On our sketch layer here, I'm basically going to start using the skeleton sketch of our build layer underneath and start adding in more detail for the sketch. Now it's important to note this sketch stage is still fairly rough. This again is personal preference. I mean, if you're creating a relatively simple illustration, you might feel comfortable with go straight into inking layer from here. I always like to spend five to ten minutes or so drawn another layer, which is effectively an in-between layers. This is gonna be in-between our final inking layer, but then a staged higher with more detailed and our build layer. I'm gonna draw in the wheel here. And we're gonna do is I'm using a skeleton live underneath. But as you can see, I'm just going to add in a few more lines and detail here to get some perspective on the wheel. And to make sure that I'm getting a bit more detail coming through my drawing just to check that our build layer underneath. Once we start adding more detail that the composition is still working, I'm going to add in some internal lines around the wheels here, which will form our motion lines which will come to a later stage. And what I'm gonna do is you can see that it's just building up much more details. It's still very rough. It's always a good idea to just keep flicking between your build layer, flipping it on and off. Just that you can see how this layer is looking in isolation without the distraction that build lighter blue lines underneath. I don't want to work in the lines. I want to do is I'm going to speed up the video slightly here, just for the purposes of time. It's pretty self-explanatory what I'm doing and you'll be able to see all my line work. And then what I'll do is once I've got to a stage where I'm happy with my sketch layer. I'll come back to you and we can chat about what we've done. I've pretty much finished with our sketch layer now, I think it's looking great as you can see, relative to the build Lao underneath. There's a lot more detail I did in here. And if I turn the Build live off, you can see that a car is looking much more realistic and it's a much more detailed drawing that I'd feel more comfortable sharing with somebody external to get their folks in input on the composition. This is by no way our final inking layer. And as you'll see when we come to that shortly, we're gonna be adding an awful lot more data on really taken this to the next level. But for the purposes of a sketch, I think this is looking great. It compounds my feelings that the build layer underneath is working well. The composition is right, the proportions of a car or write the details, okay, So it just gives me that extra piece of mind. I'm happy to take this onto the next stage now and start developing our drawing. 4. Stage 3: Create your line work: Now we want to our inking layer and our linework layer. Now, like I said, this is really personal preference for certain drawings or depending on your style, you might feel happy just going straight from your build layer into your inking layer. I always liked to build up that sketch layer in-between, like I said, just to give me an opportunity to work in some extra detail on top of the build layer to check that I'm happier this before I start going into high detail with my inking, what you may find is that some of your line work on your inking layer might not be too dissimilar from the line work on your sketching layer below. So what we're gonna do is I'm just going to start off from the rear wheel here. And further we'll section particularly this will probably be very similar to my sketch layer underneath, just because I've see we've captured a lot of detail in that wheel and the tire on the sketch layer itself. But what I'm gonna be doing is on our sketch layer, we're not really too worried about how lines interact with each other if they cross, etc, because it's really just a build layer. But what we're gonna be doing here, where we're focusing on our line work. We want our linework to be really on point. And having a foundations are really strong illustration with strong line work will really pay dividends come the final illustration. It may look like a lot of these lines are similar, but I'm actually putting a bit more care and attention into the actual strokes themselves, thinking about how these lines intersect with each other. And I'm playing around with line weight. So I'm gonna be having various different levels of line weight in here. What you'll see, I'm just going to draw in some motion lines inside the wheel here. And what you'll see by these, I'm going to make these a lighter weight than our detailed lines for our actual wheel itself. And I'm just gonna go here and I'm going to delete some sections out of these. Now. I'm just going to turn off my sketch larger so I can see better what I'm doing. Yes, I'm going to tell you asked him sections in-between here. And again, there's no exact science to this. I'm just using a bit of artistic license and obviously working from experience on what I want to remove. But by deleting sections of these lines out and having these lines that are lighter weight than the detail of the wheel itself. What happens is they become a kind of emotion line inside which gives us a real indication that this wheel is spinning, which obviously it would be in real lifestyle car is moving. You can see the difference between these thinner lines and a thick lines of the world, not for example, in the center of the world and the actual edge of the wheel rim itself. What it does, is it correct, so much more freedom dimensional elements. So playing around with your white of your line is really important here for giving some variety to your drawing, also given a bit of depth to your drawing. So I'm just gonna actually going to go back here and tweak some wire line weights because I think it was looking a bit too thick. So I'm just going to reduce somebodies line weights down for this real-world. And this again is another reason why it's important to keep flicking off your sketch layer and you build lines underneath, focusing purely on the layer that you're working on because it can be easy to get distracted by having two or three layers visible anytime. Just keep flicking between them to make sure you're happy with how things are coming together. To work out the detail on the front wheel here in the similar fashion to I did for the real-world. Just going to put in some more motion lines here and delete some sections out. Then I'm gonna go ahead and speed up the video again. But what I'm gonna be doing is I'm just going to be working around the car in a similar fashion. So you've got a sketch layer underneath is still quite loose our line work, so I'm really going to be going in and fine-tune in our line work where necessary, adding in some more details and really playing around with the weight of the line for somebody's elements as well. So elements that are outer edges and defining edit will be a thicker white lines, for example, in the middle of the wheel here, which are just internal details. They're not specific edges as such. I'm gonna go ahead and speed up the video. And once you get to a stage where I'm happy, I'll jump back in and then we can talk through where we're at. My line work now is really complete. I'm really happy with how that's looking. It's a much more detailed drawing and our sketch layer, like I said, some of the lines are still in the same place. So first glance it might appear too dissimilar. But as you would have noticed, I've been under a lot more detail in there and really focusing on the weight of line and the detail within the drawing itself. 5. Stage 5: Inking: Now what I'm going to go ahead and do is I'm just gonna put in a little bit of inking on this layout. Now, for those of you who aren't, your inking is just basically solid areas of, in this case black. We should be a really dark, heavy shadows. This will obviously differ from drawing to drawing depending what you are drawing. In our instance here where we're drawing the car, the real dark heavy areas is basically going to be the shadows where the car is hitting the floor, the shadows onto the floor, onto the track from the car above. And also just some bits around the wheels themselves. So as you can see, I'm just drawing in here, um, some, some floor shadows underneath the car again, using a little bit of artistic license, but give me forward to where shadows would be caused from above. For example, the wheels and tires protrude out from the sides of this course and our shadows are gonna stick out and be much more noticeable. And particularly around the front wing here, the front being obviously sticks out of the front of the car and to decide that a cost. So it's going to have a heavier shadow underneath here. And what this does is with the combination of our line work being waited and really detailed. Having this dark shadowed area really helps to ground the car. And already we can see with no color or shading added, we can already see that alcohol is actually looking pretty cool. We've got some really nice depth, fair? Even though, like I said, we've got no shading or, or any of that detail. I did this just line work, but we can already see that somebody's edges are really starting to pop out against the averages. What we're gonna do now is we're gonna move on to our shadows and shading. 6. Stage 6: Adding shadows: Now again, one of the benefits of creating our own composition from scratch rather than tracing or drawing over a particular photo, is that we can pick our own light source. So what I'm gonna do obviously with this car, the car is outside on a race track. So we're gonna have our own light source, which is primarily going to be the sun in the sky above the car. What that means is any edges which are underneath another edge or any details around the bottom of the car or allow rigid the car. They're gonna be in shadow from the elements above. So focusing on this rear wing here, this railing employee sticks out and protrudes above the section of the car underneath the section of the rearing underneath. All of this section below is gonna be in shade. I want to do is I'm just going to fill that in with black. And then what we do is we set the opacity of that layer to about 25 per cent. We're also going to set it to Multiply. Now what multiply does is it basically means when we get to a stage later on now drawing, we're adding color. Any color in detail we have underneath the shading layer will come through the drawings, will be able to see it through our shadows, but it will be affected by the shadows. There's a really cool way of adding shading to your drawing that will make a bit more sense later stage. But what I'm gonna do now is and you should work in some more detail around this rear wing, the wing employee, which is furthest from us. Again, we can use a little bit of artistic license here and put that all in shade. Now what that does is in real life that rear wing M plate may or may not be fully shaded like this. But we're using our artistic license to fill it in with shade. And what that helps do is add some root depth to our drawing because it, it really makes the edge of the wing nearer to us pop and stand out versus the rearing employee which is further away on to work in some detail here around the struts and the artworks that connect this rearing to the car. Again, I'm really looking at everything on the inside and the lower edges of all of this car, I really going to be in shade. So moving down into the rear wheel here, I'm going to fill in the inside that is well, if you think that is where it was almost a kind of a cone or funnel, it tapers into all this. We'll not in the middle. I'm going to put some shading here which follow those lines and tapers in which gives us a kind of a funnel effect to this, we'll see our tire is relatively curved as well, so I'm going to add some shadow just on the inside of this rear-wheel here at the top and then also at the bottom. What you can see now is, as I draw this in, it makes you feel a bit more freedom dimensional. Now, moving on to the back of the car here, I'm just adding some shading just to give a bit of freedom dimensional field to the back of the car here. This is really trial and error with this stage, I mean, obviously, I've been doing this for a while now I've drawn a lot cause I've gotten a good understanding of where I want my shading and my shadows to be. I'm just gonna have a play around with this. And one of the things about doing it ourselves, rather than tracing over an image, is that the way that we draw our shadows will really determine the tone of this image. For example, if we wanted our illustration to have more of a moody dramatics of late evening sunset kind of vibe to it. Then we would have much more extensive shadows on our car because the sun would be low in the sky. So lot more of this side of the car would actually be cost in shade where the sun is low in the sky. Week I'm for kind of a midday kind of look to this image. I wanted the sun quite high in the sky, so our shadows would actually be relatively light compared to if we were looking at like a sunset image. You can keep my shadows relatively light for this, we will be adding two layers of shading jobs. We'll come to in a minute. I'm just going to speed up the video here as I draw around somebody shading, you'll actually be able to see all the best I've added in. Then I'll come back to you once. I'm happy with how it's looking. I'm just drawing in some shading on the front wheel here in the same way that I did for the back wheel using that sort of funnel cone effects. I'm typing my lines towards me, put a bit of shadow underneath the will, not because that obviously protrudes out relative to the wheel itself. What you can see is our drawing now is really coming to life a little bit. So these edges underneath, so if you can see from the suspension stroke just above this wheel here, and also from the elements underneath the wing mirror my costs and the shadows down inside of the car. It helps to create some depth to our drawing. It really makes the I understand that certain parts of his car were closer to us and certain parts of his car are higher up and protrude out, which really creates some cool shadows on the base of our car. You can see obviously the shadows are fairly minimal at this point. Like I said, I really just been focusing on details around the bottom of the car where I want my light source is quite prominent in a top of the sky. I don't want to call in too much shade. 7. Stage 6: Creating low lights: That's the first layer of shadows. Again, this is really personal preference. You can add in more layers of shadow, like I'm gonna do now. It comes down to several factors. It depends on the style of what you're drawing. It was also depends on how much time you've got available if you're adding effectively a second layer of shadow which takes up twice the amount of time. And if you're doing one, obviously some drawings, I even go in and maybe add three or even four layers of shade just depends on the look that you're going for. So for the purposes of this video, I'm going to add in a second layer of shadow, really just to help you understand the benefits to having more than one layer of shadow. So I want to create a second layer above this one called low lights, again focusing on the rear wing. Now what you may find is that what we can do is we can effectively, like I'm gonna do for this rearing end plate here. There's gonna be very little difference, if any at all on the low lights layer versus the shadow layer underneath. For this rear wing. What that does is it really helps compound and exaggerate the depth of how much this top edge sticks out relative to the bottom edge. You can feel that shadow layer now is effectively twice as strong. So it's really deep, the shadow one here. And it really helps you realize that it's recessed into this car quite a bit. There'll be other areas of the car where our shadows are much looser, are much wider than now previous layer. For this rear wing, particularly as I work around the rearing end plate and the struts here is not going to be too dissimilar at all from the layer that we previously got. And that's called, again, it's just hoping to compound the depth of this shaded. So as we move around the back of the car now, again, it's not a million miles away from where we were. But while I'm able to do now is you put a bit of curvature into this line here. And what that does is it just gives a second layer of shade into this car, which adds a bit of depth. And it means that we can play around by shadows not being too definitive. As we work around the rear wheel and a tie here. What I'm gonna do is this shadow around the tire in particularly it's gonna be much larger and it's going to create because this as the wheel rim is inside the tire, it recesses inside so you would get shading all the way around the lip of this rear tire, which then obviously extends round to the bottom prejudice rear tire. As I work around the side, put here, what I'm going to use is a much looser, more free flowing line because the side port is really quite a curved objects on these cars. So by having a second line, which is quite a way away from the first line and having it much softer and rounder and free-flowing. It's going to really help us to understand and help the eye to understand. There is a much more rounded object. I'm just going to work around the floor here again, I'm going to speed up the video and the essence of time. You'll be able to see all the lines that I am putting in here and all the shaded areas. I'll just come back to you at the end of this process and talk to you about what we've done. Again, I'm just working a bit of shading around the tire here to make it a bit more three-dimensional. And in a similar way, ties I did on the real-world. I'm just going to add a second layer of shading around this front wheel. I'm going to knock out the will not accept the eye one that protrude out from the wheel itself. As we zoom out, you can see now this second layer of shading, like I said, it really does come down to personal preference. How much time you've got available to you wherever you want to go in and do this by already find. It adds an extra layer of depth to your drawing and we'll do the similar kind of approach when we come to our highlights later on in this video. But as you can see it, I was looking really cool. Now, somebody areas at the back of the car, particularly a really dark shaded areas. And around the bottom edge of this side port, we've got a couple of layers there. Shade in which adds a little bit of depth rather than just one flat area of shade. So I think that's looking great. 8. Stage 7: Colouring your drawing: What we're gonna do now is like I said earlier, if you remember, we set all of our shading to multiply. And one of the benefits, or the main benefit for that is that once we come to our coloring stage, now all of our color when we put on underneath this layer or underneath these two layers, it's going to come through. So it helps that shading stay above our color. Now I'm just going to move out to shadow layers, but low our line work. The reason being we want our alarm with Beta top of everything. And we're going to move on to our color. I'm just going to set up a new layer called color. And I'm gonna set that below our shadow layers is really important to make sure we put it below there. Like I said, in any color we add will come through those shadowed areas or no shadow layers. If you do get any of the areas of the car, the aren't appearing through them. What that means is that just simply there are certain parts of your shadows that you haven't put into multiply, so they're not being able to be seen through. Now for this stage, you're almost certainly going to want to use reference images if you're drawing something specific like this is a specific car from a specific right. So I want to make sure that my colors are accurate and it might detail is right and delivery and the logos, etc. So you'll have some reference images to hand for this section. Definitely if you're working for him, something specific and I'm just going to work in the gray areas for the tires here. Now you can really take your time, just approach it however you want to work first if you want to do the car itself or the tires, I always start with the elements that are closest to me and then work backwards if that makes sense. As I've got a tie here. Now, you're going to be putting in the kind of wiggle room itself. And a really nice detail is I'm going to just use a couple of ellipses here and knock them out. And what this is going to create is the text and logos which should be on the sidewall of our tires. Obviously, this tire is parameterized, has got plenty logos and branding on it. We also see spinning speed. You're not gonna make any of those details. But what we can do is we can put in some lines around here, which will really help to visualize where that logo would be. And it also adds an extra layer of emotion to the wheel and the tire itself. There's a really nice touch, just adding little details in here. I've got a solid white edge inside. And then I'm just going to create a couple of weighted lines, even sides of that. Just remove some parts of it out like we did for us. Motion lines on the inside that it will room itself. Just because obviously it wouldn't be as solid band of color around this wheel around the tie, Sorry, because the logo itself isn't solid around the whole tire, so there will be parts of it where the logo be stronger and more visible than others. Again, it's really just using a bit of artistic license where we can make it a bit more engaging and really emphasize and exaggerate the speed and motion of this rear-wheel. And obviously we'll come on to do the same thing for the front wheel and tire in a moment. I think that's looking cool. I'm probably just going to extend it out just a little bit further. I'm going to copy that onto the front wheel here. Because ultimately the tires are pretty much identical in real life. But I'm just going to rotate it so they're slightly offset from each other. It doesn't look like you've just cloned it and duplicate it in front of the car. And I'm actually just going to go back and enlarge it slightly for the, for the backdoor here. Another nice thing it's really cool to do is on the wheel itself, there are some logos inside the actual wheel rim. In a similar way too. I've done the tire, the logos on the time you're going to do a similar thing was yellow color here. There's a couple of yellows, stickers and logos within the wound itself. Again, it's got a yellow stroke weighted line here. I'm just going to delete a couple of sections out. Again, there's no real exact science to this. These are just pieces from my experience of having drawn a lot of cars, if possible. I mean, even if there aren't logos and details on these wheels and he's ties. Just by adding a few circular motion lines like this. Even if they were just didn't say a lighter shade of gray. If you don't want them to be logos as such, you can do them in light shade of gray. And it really helped just add some movement and energy to these wheels and these ties. So it's a really nice touch to add. I think that's looking really cool now you can see already that those wheels are looking like there's a lot of energy and motion and they're spinning at speed, which is the effect that we're looking for, which is great. I'm just going to work in the color on the wheel, not here. Again, I'm just going to use a bit of artistic license here. The wheel knots aren't ready in real life. I'm going to make it red because again, it helps it pop. We want to add as much variation in color as possible without going too far with it, where it's looking like a crazy multi-colored car. But just by adding little bits of color like that really helps certain elements pop. And obviously with our shadowed areas underneath and really emphasizing that depth is a nice way to just add in some, some extra details to make your car bit more interesting. Now I'm going to put in some really rough block color here around effectively the whole car. So I want you going to speed this up really quickly. You'll see I'm just basically drawing in the black color for the whole rest of the car. I've got the base color for the car day. I'll see you at the moment is gray. The car is predominantly orange, but I'm gonna keep this gray. But at a time being, and what I'm gonna do is I'm going to work in again, looking at reference images. There is a blue section to the top of his car today are to the top of the engine cover here. I'm just going to draw that in blue, which go for a light shade of blue. Actually, what I'm gonna do is again, looking at the reference images, the detail of where these lines, there's actually some detail lines which protrude out onto this back wing, the shark fin on the back of the car. I'm just going to draw in two lines here. One of my favorite tools in Adobe Illustrator is this blend tool. If you've never used it for, it's really cool because you can basically draw your two most extreme parts of your line. And then instead of having to draw all the other lines in between, you can use a blend tool and it automatically creates the stages in-between. You'll see I'll probably end up using this blend tool again at other stages for the drawing. We just mean instead of drawing these lines, it's actually created it for me. And you know that the distance between them is gonna be consistent for each one and you can adjust the distance between them yourself. It's really, it's really quite a handy tool. Again, this comes down to personal preference, but I'm just put in where these are internal colors and D cows on this car. I'm just going to put a line around them because ultimate, I quite like my drawings to look like they're drawn if that makes sense, you could go for more graphical approach and just have the color without having any line around it by she quite like having just in the same way that all of our car has got outlines around it. I like having if there's definitive stickers or a changing color or anything like that. I like to just put in a lighter way of line. So you can see I've just used a one-point line there. What it does, it just helps those graphic details stand out on the car. I'm just going to draw around here the primary orange part of the car. I'm just going to select a piece here, and I'm just going to draw in the line above it against what that does is you can see it just helps the orange section stand out from the carbon, that blue section just by having that real thin stroke of black around it. Again, personal preference. But from my experience, I find that really works quite well. I'm just gonna tweet, I'm just going to tweak the color of this orange and not quite happy with it. I wanted to be a bit more yellow. What I'm gonna do is I'm just going to speed up the video just for a little bit to skip through this process, you can see all the colors that I'm adding and then I'll come back to you in a moment when we get to a more complex part. I've added in our real basic color. You can see I've got the orange and the blue here. Probably notice I use a blend tool again and I was talking about what we're gonna do now is I've been sent some of the sponsors and logos from the client. So I'm just going to import these. These are super high res, which is really handy. And I'm just going to expand these using the Expand tool in Illustrator. Once it expanded, it means I can change the color of them as well, which is really cool. So if I'm working from a particular palette, or if I wanted to tweak some of the colors of these logos, I cannot do so. I'm just going to drop this logo in here, make it primarily white. And I've got another one here that Dell Technologies, I'm just going to expand this because they're high res is really handy to be able to get his crisp and clear and sharp. Again, for this one, we're just gonna make this one white. And I'm going to sit this off for the blue section on the top here. I've got quite a few logos to add on here. So again, I'm just going to bring these integrals speed up the video as you see me bring these in, but using that same process of just expanding them and implant around with them to put them on the car where I want them. That's looking cool. I'm just going to go in here quickly and draw in some of the details on the crash on me here. So just painted details in the crash helmet. He's got this kind of rainbow effect with shades of blue on sections at a crush on it. So I'm just gonna go in here and pull those out and draw those bands of color in, create this kind of gradient of shades of blue. Then we're pretty much done with the color for our drawing. We're going to jump onto the next stage. 9. Stage 8: Adding highlights: Now we're moving onto our light in and highlights. So I'm just going to add a new layer called highlights. Again, we want this above our colors. So basically any lighting or shading layers, we want those above our color because we want them to be applied to the color underneath the car. We've got our highlights lay here. I'm really in the, using the same principles we did for the shade embassy with the opposite approach. Where our light source is high in the sky. Where are you focusing before and all the details at the bottom of the car and underneath I've objects for our shading. We're gonna be doing all the elements at the top of the car or the protruding out. And we're going to pull those out on our highlights to help add some depth to it. Now what we're gonna do is we're going to set the opacity back. Again. It really depends on how strong you want to go. I'm going to knock this back to about 25 per cent and we're gonna set it to the blending mode of screen. Now screen is really the opposite of multiply. So we're multiplying knocks out the y and just allows blood to come through. Screen kind of knocks out the dark and the black and it allows the light to come through. You probably noticed already that I'm not using white itself. I'm actually using a yellow tint. Again, this is really from just personal experience and preference. You can use white and work perfectly well. I like having this yellow shade because ultimately the sun above is not white. Shadow is more of a yellowy, a yellowy orange hue to it. I find just by putting this thing and especially when you're using your light source on an object that's outside, which is going to be from the sun. It's nice to just have this yellow tint to it. I want to work in the highlights around the bottom edge of this real-world. I've actually just noticed my shadowed areas. There was a bit of a mistake just around here and we will not I'm just going to unlock this layer above for the shadows and just go in and tweak this quickly. And then moving around to the top of the car. I mean, what you're going to find is where we had our shadowed areas were primarily working around the bottom of the car. This is gonna be the opposite, obviously where our light source is in the sky above the car. Most of our highlights, in fact, pretty much all of our highlights are gonna be around the top of the car. So I'm just gonna work around the top of the engine bay here and continue this round to the halo area above the driver's head. And you can see what I'm doing here. So again, for the essence of time, I'm going to speed up this section slightly. And then I'll come back to at the end and talk through what we've done. I'm just going to work in the highlights on the front wheel in a similar way that I did to the rear-wheel. Have a quick zoom out. I think that's looking really cool. I just got some highlights to add around the front wing end plate here and around the front nose cone itself. And then we are pretty much done. What you can see already is that having these highlights around the top of the car are really starting to add some depth to our car in the same way to our shadowed areas were underneath work in his last piece here, just on the nose cone. And we're pretty much there with our highlights. Now again, this comes down to personal preference. If you're happy with how your drawings look in with just this one layer, then, then great. But as we did two layers for our shading, I'm gonna do a second layer for our highlights areas as well. 10. Stage 9: Lighting: I'm going to stop a new layer here. I'm just going to call this glows. Now what this is going to be, this is gonna be our real sort of exaggerated areas of the car that we really want to make pop off from our highlights below as a kind of less is more approach with this. For example, I'm just going to pull in a section here around the engine by again, it really is just sort of artistic license here and trial and error. But what we're gonna do for these is instead of using 25, I'm gonna put the opacity up to about 40%, just so that leaves are a little bit more punchy than our highlights below. So again, around the top of the car, this bit would be really sort of pulled out by the bar, the light above, because this is ultimately the highest part of the car. I'm just going to play around some lines here of segfault. Go around, use the pen tool and adjustment tool just in case you're not working quite how you want them. But you can already see just these two areas in isolation. Like I said, it really is a less is more approach. You don't need to go too crazy with the level of detail or the amount of these EPA in. But he's extra little highlights where the sun is just bouncing back off of the car. Really just helps add that extra layer of depth to it, which, which is important in all live drawings. We want to add drawings and look as freedom I mentioned and as exciting as possible. Sorry, I'm just going to work around a few more of these areas at a car pulling out some other details. And I'll catch backup view in a moment. Now we are. I think that's looking cool. One thing I forgot to do, I'm just going to go back to my color layer here. I forgot to add in the driver number on the backend of this carbon has been a logos. So I'm just done, looked at my color layer here. I'm just going to drop this in the back of the car here and this is white. And what do you say? This is actually a really good example to show how our highlights now shadow layers which are all above this color layer, how they affect the shade of this white logo. So it's a really cool way to just see how your shadows are coming through. So that brings us to the end of the highlights and the lighting. And we're gonna move on to our new section now. 11. Stage 10: Create a background: Alcohol is looking really cool. I think it's looking things within. Great. Actually. Obviously at the moment we've just got a floating car on a page. We haven't got any context or background or environment for this car to be in. I'm gonna go ahead and create a background. Now again, this really comes down to preference of what your actual composition is, what it is you're drawing what the environment is. We've got a side profile view this course. It's a really nice way to show speed in the background because we can keep our background in that two-dimensions as well. And just by creating a series of lines, I'm just going to start using the rectangle tool to start drawing in just some rectangular shapes of color. It's ultimately going to be the barrier or the wall behind this car. I'm gonna put in just a rectangle of gray color here for the floor. And another nice little touch our light to add, especially when you're working with the cars, is putting in some just scribbly lines, almost black here where these are gonna be bits of grit and rubber coming off of the tire and coming off of the road, I see where our cars going at speed. It's gonna be pulling up chunks of this row so we can use a bit of artistic license, which really helps exaggerate the speed. Do the same for the front here. And I'm going to set it to a lighter gray and just move them around a bit so it's not a complete copy from the real-world. And what that does is that as another sense of speed to our drawing because as well as the car physically move in, we've got pieces where it's interacting with the row below, which are ultimately bouncing back off the roses are really nice little touch just to add a few of these bits, I'm just gonna go back to the rear wheel here and actually just exaggerate this a little bit more and make them a bit larger. You can have a play around with these. I'm going to move a few of them around and make a few of them a bit larger just so that they're more noticeable, especially off the rear wheel, unless off the front wheel, but more of the real-world, I want those to be a bit more exaggerated. Again, now I'm going to be looking at our road. Road is ultimately just a gray object which will be pretty boring just to have it as flat gray. So I'm going to put in some bands of color and different shades of gray. So I'm going to use a line of red here, which is going to effectively, again using artistic license. I'm just going to have this note the edges of the track itself, if that makes sense. If you imagine this truck in real life, it would have lines painted around the edge and attract so that people know where the edge of the truck is. So I'm just going to put a couple of lines in there. Now what I'm gonna do is I'm not really applying any exact science to this. But I'm just putting in some lines and some rectangular shapes, which we can just play around with to create a bit of motion. I'm going to put it in a darker blue background for the sky up here. I've actually decided that I know initially we talked about having this is a date-time segment, a son high in the sky. I've actually decided to revert it back to having more of a dramatic source, garlands almost like a sunset. And because we've got our shadows and our lighting on our car, which is more prominent. I mean, if this was an actual nighttime setting, like we said, then the shadow is on the car would actually be pretty dark. The car would be almost quite muddy, especially where it's orange, you might get kind of a muddy brown that his car. But I think actually what's going to work really nicely as by having the brightness of the cars if it's in the daytime, but then having a nighttime sky behind it, it's really going to make our car pop off in the background. And it's gonna create a much more dramatic and visually impactful image. I'm just going to be working in here just some details for a sky. I'm keeping his quite rough and geometric because actually want to add quiet Law of Motion. Today's, you're not gonna be able to make out any detail with maybe the exception of the wall behind the car. The rest of it's just gonna be quite abstract. So I'm just going to go ahead and speed up the video here. I'm going to be playing around as I go by seeing what's working and what's not. And I'll catch back up with you in a moment. There we go. Like I said, I've kept the background quite abstract. What I'm doing now is I'm just putting in a series of tapered lines which basically start thicker on the right-hand side and then taper off to a point on the left-hand side. Because our car is moving from left to right. What that does is it really helps to exaggerate the speed and the movement with these lines coming from right to left, which adds an awful lot of speed and energy to our drawing. I'm just going to put out a couple of detail points here on the car. Once you're going to extend out some lime works. If you imagine, if these cars are carving through the air almost it's gonna be having some lines coming off of these, these edges which are sort of towards the top. Particularly, I'm just going to put a couple of lines in here. Again, it's kind of a less is more approach, but these real sort of subtle details coming off at a top parts of the car are really nice way of exaggerated and conveying that sense of speed. I think I'm pretty happy that she likes it is less is more unconscious. I don't want to go in and put too much on here. We're gonna move on to our next section now. 12. Stage 11: Rim lighting: Now I'm just going to set up a new layer here above all of our shading layers, but still blow our inking layer. And I'm going to call this rim lighting. Rim lighting is basically, I mean, again, this is really a personal preference. You don't necessarily have to do this. Illustration is looking great. But what I'm gonna do is I'm just gonna put out a few sections of the car. I'm going to highlight him really strong, prominent highlights. If you imagine if there is a light source above this, above this car, is going to be picking up some of the edges, not all of them. And again, it's a less is more approach, but it's gonna be really catching the edges, some of the edges of this car, particularly around a top policy where our light source is high in the sky. This camera on top of the car. And what you'll see is I'm using the same color that I used for our highlights and our lighting areas and our glows with low. But I'm not actually going to set the opacity back on these. I'm going to keep these at 100%. So with that in mind, you want to be conscious that you're not adding them in too many areas and also you don't want it to be too large. So just working around the top of the car here, pulling out a few of these details, which is going to be almost where the sun is bouncing off. We're just catching the edge of these elements. And it's a really nice finish. In effect, one thing that works really well, which is almost a contradiction of what we're talking about earlier is shadows around the bottom of the car and the highlights of all being around the top of the car. But actually where this is a three-dimensional object, you would actually get the light bending around this car. Just by adding again, it's a really minimal approach, just a couple of areas, but just by putting a couple of these rim lights around the bottom of the car. And actually a really nice way of values in depth because the rim lighting office, he's gonna stand out an awful lot more in our darkest shadowed areas and it will in the lighter areas. Again, the UI doesn't even really notice it picks this up, but what it does is it just helps add some depth and some curvature to our drawings. And assuming that I think I'm actually happy with that, I don't think I want to add too many more that I've only added in a few of those areas, but I really helped the car to pop from the page. 13. Stage 12: Finishing details : Now I'm going to add him what's going to be our final layer here. So I'm actually going to set it's above everything is gonna be our top layer and I'm going to call this sparks. Now one of the reasons why I wanted to change this to more of a moody nighttime setting is that you do obviously follow the formula one racing cars have a floor plate underneath the car and when they're driving around a track, it really catches on certain parts of the track. And you get an awful lot sparks fly from the car, which are really dramatic. So what I'm gonna do is I'm just going to use the brush tool here. I'm just going to brush in a few, just using the white brush and a few tapered lines coming off the back of the car here. And I'm going to create some iron sparks. And I want these to be as dramatic as possible. And this is really going to add to the energy and the sense of speed that is called. Now I'm going to group those and we're going to go up here to Stylize and I'm going to apply an outer glow. Now I want to change my outer glow to be normal, and I'm gonna select a yellow color for these with a white stroke themselves and then an actual yellow glow around the outside it adds is really dramatic spark. Now what I'm gonna do is I'm simply going to duplicate this several times just so that that yellow becomes more dramatic and more exaggerated. And I'm also going to create a elliptical gradient here in the yellow color, which I'm gonna set over the sparks. And I'm going to take the opacity of this backwards. I don't need to be too strong. I'm going to knock the opacity back to around about 4050% or so. So it really helps those sparks be pulled out from the wall behind it. I think that's pretty much it for our for our car drawing. Just going to try to become my layers here. Your face is looking great. I mean, if we go back to our just our linework layer, we can really see how adding our shadows in here one-by-one. If I just flip through these layers than adding in our color, then I'll see I didn't in our highlights, you can really see how we've literally built this image up from scratch from a blank Canvas. If you think back to our earlier rough sketch, it's really cool to see how this has come to life. 14. Stage 13: Final composition: Now, wonderful final piece. The very last piece that I'm going to do, this image is already working really well, just to add a bit more speed to the drawing and a sense of energy. And what I'm actually gonna do is I'm just going to rotate all of Maya. I'm going to unlock all my layers. I'm just going to select everything and I'm just going to rotate it about 20 to 30 degrees. Again, this is really personal preference. You don't have to do this tutorial. The drawings working great even without this. Again, it's just my personal preference. I think actually I'm gonna rotate this frame. I'm just going to extend out, obviously somebody's lines. What I need to extend out to the edge of the artboard. But I think it's going to create a much more dynamic composition. Just by having this, this angle to the drawing almost gives a sense of the cars driving up speed. So it kind of adds to the drama in the excitement of the car emotion. So I'm just going to speed up the video while extend that somebody's lines. I think that's looking great. I'm super happy about it. Turned out I think our drawings looking awesome and it's really quite satisfying when you think back to how we literally started with a blank white page. And we were to have a really crude geometric build layer for our car. And then we sketched it out from there and then we added AR1 kin. And then we've obviously gone through and done all of our coloring and shading since then. It's really quite satisfying to see how you built this from a blank canvas, rather than sort of tracing over an image or drawing from an image, which like I said, I do from time to time depending on the job, it might be their client requires me to do that or it might be that the job requires me to do that. I definitely find it so much more rewarding. Just a bill with these drawings off from a completely blank canvas. I'll see by all means, follow along and create this exact drawing I've created. But the same process that we've used here is the exact same process that I use for almost all of my work. The only thing that may change is the number of layers that I had for the shadows and the number of layers I add for the lighting. But essentially this build layer with is really geometric shape building up to the sketch layer. And then our inking layer is the same process that I go through for all of my work. I really enjoyed putting this video tutorial together. I hope it's been helpful. Please tag me in your work on social media, it would be great to see your drawings, you create offered the back of this, but I hope you've enjoyed it and I'll catch you soon.