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>> No.6689554 [View]
File: 235 KB, 965x1283, 1664651096053421.jpg [View same] [iqdb] [saucenao] [google]
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>>6689503
Hope this helps, anon.

Although I prefer painting with color directly.

>> No.4367377 [View]
File: 236 KB, 965x1283, 1468299326244.jpg [View same] [iqdb] [saucenao] [google]
4367377

learn lot's of edge control techniques; cliping masks, paths, lasso tool(check out ctrl paints edge control series). Combine these controled hard edges with lots of airbrush. Use lots of different layers and layer modes to simulate different render passes like a 3d program(watch borodantes fake hdr pt2 video). Buy some more ram and make your canvases huge as fuck, when you shrink the image down it will look tighter and your brush strokes will become less apparent. It's a super autistic time consuming way to paint but it will give you that look.

>> No.4112175 [View]
File: 236 KB, 965x1283, 1549477653419.jpg [View same] [iqdb] [saucenao] [google]
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>>4111884
Help is on the way Anon. Here is a complete rundown of what you can do to enhance the shading based on someone else's explanation. Of course you do not need to do all of it but this is good for reference and study purposes.

>> No.3857979 [View]
File: 236 KB, 965x1283, 1549477653419.jpg [View same] [iqdb] [saucenao] [google]
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>>3857977
>>3857978
Maybe this is a better example on what I mean.

Otherwise all I can suggest is do more value studies ideally from life. I know it is an overused advice but I got nothing better.

>> No.3799389 [View]
File: 236 KB, 965x1283, HowToRndr2.jpg [View same] [iqdb] [saucenao] [google]
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>> No.3462842 [View]
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>>3461487
There are pretty much two primary methods to digital painting (with a lot of variation you can bring in based on your preferences, like going greyscale->color). One is the "cake baking" method that is like pic related, it's basically a bunch of planned layers that you sort of put together like a cake. A more basic version you often see is just putting down the flat/diffuse colors, having a multiply layer for shadows and another layer for light/highlights.

The second method I often see is more painterly, the layer merge-down method. It's pretty simple, you start with a basic block in, then you make a new layer for a part you want to focus on, using the color picker to refine things non-destructively. Once you are happy you merge the layer down, where you mainly stick to keeping one working layer to merge onto and you also keep a layer folder to put in snapshots of your progress in case you want to go back some steps.

Hope that helps.

>> No.3421911 [View]
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>>3421899
worry about the top 3. everything else is illustrative eye candy. bargue and learn how 3d rendering light passes work. to do that you can use shortcuts but people will be able to tell everything you're lacking. there's light setup knowledge, rendering knowledge, anatomy knowledge, and fundamentals of drawing.

pic related isn't the exact process but it's an example of the workflow. when you know more you'll be able to tell the difference in the steps he made (and it looks like he omitted color correction and other small steps). you're painting each layer of light like a 3d renderer would and combining it into the final product. it's not nearly as complicated as it sounds once you know what you're doing.

>> No.3358224 [View]
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>> No.3059809 [View]
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>>3059804
this?

>> No.2848296 [View]
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>> No.2817608 [View]
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>> No.2770381 [View]
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>>2770314
Two things I would like to see in a digital rendering video is thought process on blend modes, when to use different blend modes and to what effect (an obvious example that I see used a lot is a layer set to multiply and filled with a dark purple for shadows). Basically something that spells out in depth what the pic to the left is illustrating.

Second I would find helpful is a video demonstration on the variety of ways of laying down brushwork, from working with colors directly (noodling and color sampling), to what can be achieved with just hard brushes versus using blending/smudge/erasing methods, how texture effects can be achieved, etc.

>> No.2743977 [View]
File: 236 KB, 965x1283, 1442096494322.jpg [View same] [iqdb] [saucenao] [google]
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>>2743826
Wasted 3 years getting a bachelor's degree that I would rather just erase and not put on my CV at all.
It's my own fault though. The school was easy to get into and I just assumed that it won't be completely useless (I was wrong)
Im preparing a portfolio to hopefully get into a good school next year though.

>> No.2641989 [View]
File: 256 KB, 965x1283, tumblr_o4pfnqR79m1u5cavvo1_1280.jpg [View same] [iqdb] [saucenao] [google]
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>>2641986
forgot pic

>> No.2635496 [View]
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>> No.2598873 [View]
File: 236 KB, 965x1283, tutorial2.jpg [View same] [iqdb] [saucenao] [google]
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Have you successfully found job as a freelancer for a quick buck off your work yet? what's the fastest way you've gotten hired/commissioned for one? what are your personal experiences with the whole "making money with your art" thing?

Yes, I am absolutely going to take advantage of your responses, of course. And many others too, probably.

pic unrelated just a tutorial

>> No.2597308 [View]
File: 245 KB, 965x1283, image.jpg [View same] [iqdb] [saucenao] [google]
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To be honest, those textures wouldn't look good on an actual model, that's because the highlights are drawn directly to the textures when they should come from the actual renderer, it's a well known rule that you should not draw lights in your textures, however if you are asking how to paint skin in textures, for that you need to practice a lot, I've been painting textures for buildings for about 2 years and I can tell you that is has been a hell of a fun ride, just keep praticing anon until your uv game and your painting skills are strong as hell and you will see that 3D modeling is a really fucking beautiful thing.
Also you could try with the different layer filters in Photoshop if you still want to do it that way, just study pic related

>> No.2580919 [View]
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>> No.2497457 [View]
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>>2497453

You might like this one, also check these out again:

>>2497420
>>2497413

You only need to use the lasso tool or wand or whatever to select the big areas and big shapes, like hair/face/shirt/etc., after that just use a clipping mask to make sure you don't paint outside of the silhouette of your character and the specific part you're painting like the hair. Once all the basic rendering is done just paint on top of everything even painting outside of the silhouette a bit to fix stuff, like in the Krenz tutorial, look at the bottom row, the girl with the skull on her head, you can see how he stopped using clipping mask at one point and just painted like when you do a traditional oil painting, one layer brush only final destination, then after that just use filters to make it prettier.

>> No.2296087 [View]
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>>2295260
>>2296008
this should be a little better

>> No.2269803 [View]
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>> No.2263865 [View]
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>>2263819
No dude, I just don't know how people get like really soft effects and nice textures and stuff. I know I could paint it in by hand but I have a feeling most people aren't doing it that way, and have some way of using the program to achieve a lot of what appears to be tedious rendering without actually doing all of it manually, like pic related.

>> No.2256983 [View]
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>>2256982

I forgot the image.

>> No.2217369 [View]
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