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    Digital Painting Tutorial Series :Volume Two

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    Contents

    Rock and Stone

    Rich Tilbury

    Rock and Stone

    Vinegar

    Sky

    Linda Tso

    Sky

    AquaSixio

    Sky

    Rich Tilbury

    SkinRich Tilbury

    Skin

    Emrah Elmasli

    Trees

    Chris Thunig

    Trees

    Rich Tilbury

    Water

    Rich Tilbury

    WaterfallDon Seegmiller

    Chapter 01

    003

    Chapter 02

    009

    Chapter 03

    017

    Chapter 04

    023

    Chapter 05

    034

    Chapter 06040

    Chapter 07

    045

    Chapter 08

    052

    Chapter 09

    058

    Chapter 10

    063

    Chapter 11

    071

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    Chapter 1 : By Richard Tilbury

    Rock & Stone

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    v2 Elements : Rock and Stonewww.2dartistmag.com

    elementsRock and Stone

    page4

    Painting

    Rock and Stone

    Step 1:The rst stage which forms the starting point

    for most of my digital work is a sketch done on

    paper. This is where I assemble any unformed

    ideas and decide on how the composition

    will be structured and try and give myself a

    template to begin working from. In Fig01 you

    can see a pencil sketch that I scanned in which

    would form the basis of my nal painting. For

    this tutorial I wanted to combine a natural

    looking rock face that incorporated some

    element of architecture that had been carved

    into the stone.

    Step 2:The next stage was to get rid of the glaring

    white of the image and so I traced around

    the drawing and on a separate layer which

    I named Background, I used the Gradient

    tool fading from a pale to a darker green. On

    another new layer set to Hard Light I used a

    dark grey and lled in the area that makes

    up the rock itself and then to establish the

    light source I simply erased parts of this layer

    to reveal the white underneath (Fig02). It is

    important to dene the light source as this is

    paramount in how the viewer reads the image

    and interprets the forms. Rock can be a difcult

    subject to paint as it varies tremendously, not

    only in its colouration but more importantly

    in its structure and the types of formations it

    adopts. Because its surface is so uneven with

    so many undulations and crevices it is easy

    to loose sight of the overall form and get too

    involved with details. In order to keep control

    of the painting process I nd it is best to work

    on a larger scale to begin with and gradually

    work your way down to the ner detail. In other

    words, decide on a light source and block in

    the main highlights and shadows and carve

    out the general structure and form of your

    image before concentrating on the numerous

    incidental passages that will help add interest

    and detail to the nal piece.

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    www.2dartistmag.com page5 v2 Elements : Rock and Stone

    Step 3:In Fig03 you will notice that I have added a

    new layer which I called Main and begun

    to rough in some of the areas that fall into

    shadow and started to shape some of the

    crevices. I used warm tones ranging between

    those seen on the left using a standard soft

    round airbrush with a varied diameter. I set the

    opacity to between 65 and 100% and the ow

    to around 50% using pen pressure to control

    it as shown below the brush presets. It does

    not matter too much how rough your marks are

    at this stage as the painting will go through a

    process of renement until it is nished. Quick

    and seemingly random marks are perfectly

    suitable and may even inadvertently suggest

    part of the nal outcome so be bold and

    carefree!

    Step 4:At the moment the light areas on the rock face

    appear far too light. I want to create quite a

    smooth and reective surface but white should

    only be reserved for the extreme highlights

    and not used across the entire picture. In order

    to tone it down Ive added a new layer set to

    multiply at 71% which I called Overlay, and

    with a very pale brown lled in some warm

    tones to soften the contrast and reduce the

    white to certain areas (Fig04).

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    v2 Elements : Rock and Stonewww.2dartistmag.com

    elementsRock and Stone

    page6

    Step 6:The image is now starting to take shape and

    we can see how the eventual rock face will

    look. The two vertical uprights on the left and

    right are meant to almost form a right angle but

    at the moment the rock in between appears

    to be on a similar plane and so in order to

    remedy this I am going to add a Shadows

    layer set to Hard Light at about 50% opacity

    and using a dark grey, block in a large area

    that signies shadows cast by the sun (Fig06).

    At this stage we have the main elements rmly

    established and we can now begin the nal

    phase which is that of rening what we alreadyhave and painting in some details across the

    rock face. You can either do this on separate

    layers, work on the existing ones or even

    atten the PSD le and then continue it is up

    to you. It is wise not to continually create new

    layers as the le will become very large and

    navigating through it will become a chore just

    preserve the key layers if need be. Also do not

    be afraid to change anything if you feel it is

    wrong no matter how advanced the painting is;

    it is never too late to re-work problem areas!

    Step 5:Because there will be a strong light source in the upper left of the picture with some very bright

    highlights it is only tting that there will be some strong shadows to match. So on another layer

    which I named Dark areas, I used a dark brown as seen in Fig05 to accentuate the forms and

    add volume to the rock face.

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    elementsRock and Stone

    www.2dartistmag.com page7 v2 Elements : Rock and Stone

    Step 7:To the details then! You will have noticed from

    Fig06 that I had painted in some cracks, most

    notably the one running up the at face on

    the left. However the overall surface still looks

    at and uninteresting and so needs far more

    fractures and undulations. I started by erasing

    parts of the original grey layer (part2) to create

    highlights exactly as before. Knowing that the

    light is being cast from the top left I then traced

    a darker line to the left of these lines on the

    Dark areas layer where the shadows would

    reside. With the large shadow layer above

    all other layers it means that when erasing

    the grey it does not reveal a white anymore

    (Fig07).

    Step 8:In Fig08 you will see that Ive added a lot more

    detail in the form of cracks and crevices aswell as darkening the shadows around the top

    and bottom of the picture. The best approach

    is to be quite loose and free about the way you

    apply marks to begin with if they are wrong

    you can simply erase them (if you are erasing

    from a layer such as the grey one, just add

    in more grey to undo it). There is no logical

    pattern or set of rules to follow here, just use

    your intuition and add detail where you see t.

    This is when I use some of the initial marks

    made in stage 3 to suggest how and where

    to place the details. You can see when you

    compare this image with Fig06 that there is

    now more clarity and denition and the whole

    image looks less sketchy.

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    elementsRock and Stone

    page8

    Step 9:The nal phase of the tutorial involves

    improving the detail further and using a

    customized brush to add a subtle pattern

    across certain areas to break up the surface

    somewhat. Starting with a default Dry brush I

    then opened up the brush presets and chose a

    suitable Dual brush and altered the Scattering

    settings until I ended up with a result similar

    to that shown in Fig09. You could do this

    on separate layers if you wish and set the

    blending mode either to Soft light or Multiply

    depending on the area and desired effect it

    is up to you. You can see in the picture where I

    have applied the marks, numbered 1- 4. With a

    bit more work and a few tweaks I arrived at the

    nal result as shown in Fig10.

    Tutorial by :

    Richard Tilbury

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    Chapter 2 : By Vinegar

    Rock & Stone

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    elementsRock and Stone

    page10 v2 Elements : Rock and Stone

    Painting rocks, mountainsand stonesThis tutorial will show you how to basically get

    the nal scene (image 2) from this rough sketch

    (image 1), focusing on painting rocks from a

    close and distant view. I have to admit painting

    rocks and mountains was never something

    I focused on before, although I painted quite

    a few as backgrounds in my illustrations. So

    with for this scene Ill try to show the general

    progress and some tips about painting various

    kinds of rock structures. For painting this scene

    I used both Adobe Photoshop 7 and Corel

    Painter 7, but frankly speaking it doesnt really

    matter which program youre using.

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    elementsRock and Stone

    v2 Elements : Rock and Stonewww.2dartistmag.com page11

    Choosing colour schemeand blocking in the shape:I have chosen a very natural colour scheme

    without any fancy lights, thinking that itll show

    you how some things work. As for colours its

    not as simple as just picking grey for stones,

    green for grass and blue for sky. Actually there

    are colour perspective rules used by artists

    since Renaissance and a general law that

    works in nature things you see in the distance

    are becoming more and more desaturated

    and begin to get a blue-ish tone. I know it may

    sound obvious but very often I see images

    that lack depth because an artist didnt follow

    this simple rule. Draw some basic outlines

    of the rock face youre interested in (image

    3), Id recommend to draw these two plains

    on separate layers as it will help to keep the

    focus on each. At this point it doesnt matter

    what brushes youre using, you just have to

    block in the general shape. Choose colours

    as I mentioned before here you can see the

    ones I chose more saturated for the closest

    foreground, colour 3, and desaturated for the

    background, colours 1 and 2. The same rule

    applies to the grass. Now you need to block

    the general light source. As you can see on this

    picture I drew lines to show you how it looks

    like (image 4 & 5). Follow strictly the scheme

    you chose, remember that some parts will take

    more light than other. Same goes for darker

    parts in places where the light wont reach it.

    See it on the picture (image 4) the light source.

    Darken them but only the parts that need it, not

    the whole structure.

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    elementsRock and Stone

    page12 v2 Elements : Rock and Stone

    Photoshops low opacity brushes, smudge tool

    or Painters blenders its all up to you, just

    remember not to overuse them later in nal

    touch ups.. Right now youre just working on

    a structure, not on the details so it can be as

    smudgy and rough as you like.

    Creating a structure:Now the general rule is to work from big surface

    to small details. When we have a general

    shape, its time to focus on rendering smaller

    bits of rocks. Lets see the general work ow

    here (image 8, 9, 10 & 11). Right now you

    shouldve seen many pictures of rocks already

    so try to add some more details to this structure

    using what you noticed about stones structure

    (see images 8, 9 & 10). Also try to think of such

    stones as a 3D form, dont forget it has its

    own depths and is lightened from one or more

    sources. It doesnt matter what brushes youre

    using. In Photoshop Id recommend standard

    brushes with low opacity and ow and in Painter

    I usually use Digital Airbrush or Detail Airbrush

    and later blend it a bit with blending tools. The

    outcome will be really similar. In image 11 you

    can see some textures added to make it more

    realistic..

    Defining the shape (rockson the first plan):Right now lets focus on the rocks at the rst

    plan. As for drawing the shape there are no

    magical tricks here. Your best friends in this

    case will be Google for reference pictures.

    Try nding many various example and study

    for a moment how the structure of rocks look

    like. You can for example notice that very

    often small rocks will be at the bottom of the

    structure, also that often small stones, at

    places and bigger stones are mixed all together

    and such observations tried to implement in a

    rough sketch (image 6 & 7). A nice trick here

    use brushes with a low opacity, this way you

    wont loose your basic light scheme so quickly

    (although youll probably need to correct it very

    often and youll see that in a minute). You can

    blend the general structure you have using

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    elementsRock and Stone

    v2 Elements : Rock and Stonewww.2dartistmag.com page13

    Using your own brushesand textures.NEVER, and I really mean never, use directly

    photos for creating textures. Well, I cant forbid

    you anything but if youre using photos youre

    not really painting, youre just making a photo

    manipulation and thats not what were doing

    here. Use photos to make your own textures

    and brushes with which youll paint later. Also

    whenever you use some photo make sure its

    royalty free (there are plenty of web-sites that

    offer such photos with no credit needed) or,

    well, take some yourself ;). Add bits of texture

    in various places but dont do it mindlessly.

    Try to imagine which texture will be better in

    which place some are more at, some have

    very rough structure (image 12). Dont use one

    texture only, mix them together, experiment

    with settings. Add them to a new layer set to

    soft light or screen or any other blending

    mode depending on which will look better. And

    remember, there arent any strict rules when

    it comes to painting. Its always a constant

    experiment and every painting is done in at

    least slightly different way. Also try to add some

    depth by painting with custom brushes. You

    can see here how mixing various textures and

    brushes gives you a more interesting results

    (images 13, 14 & 15) than just at pasting a

    random photo. As for creating brushes (I think

    Photoshop will be a more useful tool here,

    although you can try and use Painter, for me

    Photoshops brush settings are just more

    intuitive) the same rule apllies, experiment to

    create various ones and have a bit of fun with

    your own brush settings, opacity and ow. Lets

    take a look. Images 16 and 17 shows how I

    created this brush. Image 16 is a cutout I did of

    some royalty free photos, image 17 is a brush I

    dened after playing about with it a bit (erasing

    some parts, repainting others). Use Edit >

    Dene Brush in Photoshop and voila! You have

    a new brush. Here Im showing a few I created

    and used to paint this picture (image 18). Butyoure not done yet, now have some fun with

    the Brushes options (image 19), spend some

    time to see how itll act with some scattering

    options, play with adding a texture to it, change

    its opacity, ow and dynamics. And save your

    best results. Now you have a whole palette

    of new ways to add some more depth to the

    picture. You can see (image 20) how quickly

    you can achieve something resembling bushes

    just by experimenting with your newly created

    brushes.

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    elementsRock and Stone

    page14 v2 Elements : Rock and Stone

    Setting rocks in the

    environmentNow the reasonable thing to do, would be to

    set your rocks in some environment so they

    dont look too fake (its a simple thing of xing

    the lights and adding some greenery to it). As

    you probably have already noticed, low rock

    structures are never completely bald so adding

    some grass and moss will make them look

    more realistic (image 21). And now heres a

    little trick on how to x the lights. This far into

    your image you probably might of lost the light

    source a bit. At least I always do. So what I do

    is create a new layer above the rocks and ll

    it with a black and white gradient (image 22).

    Then I change the blending mode to multiply.

    This way the lower parts, which the sun cant

    reach, became darker (image 23). Compare

    image 21 and 23, and the difference I think is

    obvious.

    Right now youre pretty done with the rocks on

    foreground. Of course later on, some additional

    touch ups will be needed to blend it well with

    the rest of your picture, but as for now lets

    focus on the background.

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    elementsRock and Stone

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    Painting rocks andmountains in the distance

    The general work ow will be, of course, similar.

    Whats most important to remember, is that

    things in the distance wont have as much detail

    as these on foreground. If youll add too many

    youll lose a feeling of depth as everything will

    look too at. Another important thing is what I

    mentioned at the beginning. For things in the

    distance use more desaturated colours than

    the closer ones. With all that in mind and after

    checking references just start to render the

    general shape (image 24, 25 and 26).

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    page16 v2 Elements : Rock and Stone

    When youre done with it start working on

    smaller details and more specic shapes of

    rocks (image 27, 28 and 29). The last useful

    trick is to add some grain to it in the end (image

    29). You can use Photoshops Filter > Noise >

    Add Noise or Painters Add Grain tool to get

    this effect. Adding textures can also work ne,

    just remember it needs to be less sharp than

    the ones you used on foreground. You know

    what Im going to say now, just take one last

    look at what youve done and add adjustments

    if needed so it all looks more natural. And youre

    done! I hope youll nd this tutorial helpful :)

    Tutorial by:

    [email protected]

    www.vinegaria.com

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    Chapter 3 : By Linda TsoSky

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    v2 Elements : Skies 1www.2dartistmag.com

    elementsSkies 1

    page18

    Step 1:

    Take a large soft edged brush to block in the

    most basic colours. I have used a very dark,

    saturated blue, a lighter medium blue as the

    base colours of the clouds, and a medium

    purple to suggest the sky.

    Step 2:

    Choose a bright, saturated red, with mode set

    to Hard Light and brush over the bottom of the

    picture, then use bright orange and yellow and

    brush over the same area a few times. This will

    create a nice sunset like gradient.

    Step 3:

    Using custom brushes, and mainly picking

    some colours from the image, block in the

    main shapes of the clouds/sky. I have decided

    on the upper left corner to have some bright

    sky showing through with a large supercell-

    type cloud occupying the rest of the space.

    The custom brushes add some interesting

    irregular edges and textures at this beginning

    stage.

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    elementsSkies 1

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    Step 4:

    Using more strokes of various custom brushes

    to paint in the back lit cloudy sky in the upper

    left. The brush sizes are still quite large here.

    Examples of custom brushes and their set-

    tings.

    Step 5:

    Use smaller brush sizes to start rening the

    cloudy sky. I alternate between simple painting

    with the colours chosen, or colour-picked off

    the image, and a soft edged brush set on Soft

    Light with a medium saturated blue over the

    areas where the sky colour shines through.

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    v2 Elements : Skies 1www.2dartistmag.com

    elementsSkies 1

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    Step 6:

    This step is mainly using the smudge tool to

    drag out some of the textures from the custom

    brushes, which have become just a bit too

    much for clouds. I mainly use the smudge

    tool with the spacing not checked, which is

    great for smooth blending of colours without

    that Photoshop look, although for this I also

    wanted to have that pulled colours look so

    sometimes I leave the spacing checked.

    Step 7:

    Adding more details, this time using mostly

    small soft edged brushes, and start working on

    the large supercell.

    Step 8:

    More details with a small soft edged brush,

    and blending and pulling colours with the

    smudge tool.

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    elementsSkies 1

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    Step 9:

    The last step is really just checking the overall image, I decided it would be good to adjust the lighting, and this can be done quite easily with a large

    soft edged brush. Chose more saturated colours with similar hues and mode set on Overlay/Soft Light/Hard Light. If you want to lighten an area,

    make sure the value of the colour is more than 50%, and vice versa if you want to darken an area. These blend modes are very useful for making

    things glow. I also blend out more of the too-recognizable texture from the custom brushes. If this were to be a complete painting, I would probably

    spend a lot more time to add details to the supercell, which could really enhance the sense of scale.

    Using a soft edged brush set on Overlay or Soft Light/Hard Light blend modes to lighten or darken large areas. These blend modes are usually bet-

    ter than say Screen or Multiply since they also tend to saturate the colours a bit more.

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    v2 Elements : Skies 1www.2dartistmag.com

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    In order to bind the image together and nish

    it we need to bounce some of the orange light

    along the bottom left edge across the clouds

    and unify the colour scheme slightly. Using

    Select - Colour range pick an area of the dark

    blue storm cloud and then feather the selection

    somewhere between 30 and 50. With this done

    go to Image - Adjustments - Colour Balance

    and add some warmer tones by moving the

    sliders towards the red and yellow. Then select

    an area of the bright orange using the colour

    picker and then on a new layer set to Overlay

    start painting in some light above the dark

    cloud in the upper left and also highlight some

    of the lighter clouds in the right of the picture in

    front of the main cloud formation. This will help

    these lighter clouds reect the light source at

    the bottom of the picture and bring it together

    more. If you like you could also select the light

    area in the upper left of the painting using the

    lasso tool and after feathering the selection,

    adjust the colour balance in a similar fashion to

    the large cloud.

    Tutorial by :

    Linda Iso

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    Chapter 4 : By AquaSixioSky

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    v2 Elements : Skywww.2dartistmag.com

    elementsSky

    page24

    You have your head

    In my Cloud.

    How can I start ?First, I had to choose two complementary

    colours. I tried the orange / light-purple combo.

    Then I choose a basic brush ( size: 100

    Opacity: 100 ow: 20 ) and I paint in rough

    shapes. I drew the same cloud forms as I did

    when I was a small child. Use the form of the

    brush to help you ( size: 50 opacity: 100 ow:

    20 ). Reduce the opacity to add a misty effect

    ( size: 50 opacity: 50 ow: 20 ).

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    elementsSky

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    The light outlineI added A third colour ( dont ask me why lol ) and used the same process as before except for

    one thing: The light outline - I picked the light-orange from the previous cloud and drew the

    clouds form( size: 6 opacity: 75 ow: 20 ).

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    v2 Elements : Skywww.2dartistmag.com

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    Here, I tried to unify the two parts of the drawing.

    What about the bottom part ?Here I added a dark orange. Then I drew a rough cloud form. I changed the hue ( -9 ).

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    elementsSky

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    Its not Precise !Now is an important phase: WORK AND

    CLEAN, I tried to change all the crude shapes

    into precise cloud forms ( using the same

    brushes as the previous clouds).

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    v2 Elements : Skywww.2dartistmag.com

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    Recapitulatory for the

    brushesRemember there are no strict rules here

    because there no magic formula ha ha...

    Canvass size 480*640 pixels and one layer

    used. For crude clouds form: Size 100 opacity

    100 ow 20. For the cloud details: Size 30-60

    opacity 100 ow 15-25. For the mist: Size 100

    opacity 30-50 ow 15-25. For the lights out-

    line Size 3-6 opacity 60-100 ow 20-35. You

    can build the cloud structures using the form of

    the brush, it easier.

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    elementsSky

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    The second partThe heaven thing... bah its the continuation of

    the drawing. You will see what I draw when I

    havent any inspiration lol. So I added another

    light effect with the basic brush ( size: 150

    opacity: 20 ow: 10 ).

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    The compositionHehe now its time for the composition. Whats

    the composition ? It is the structuring of how

    people see your work and read your picture. If

    you dont consider the perspective, the frame

    or the colours then the render wont be as in-

    teresting as your work. I am sure my composi-

    tion is not perfect but I tried my best.

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    Canvass size revolutionHere you can see the new composition of the

    drawing as I was not satised with the previous

    version. I decided to change the canvas size

    400*800 as the waterfall might work better...

    Why did I added the green I cant explain, the

    fact this drawing is very light could be a pos-

    sible explanation. I painted the green as mist,

    but this time it was the waterfalls mist.

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    Finished Artwork

    I changed the brightness, but I think the

    composition is still unresolved. I tried another

    composition idea below. You can see the

    process I use when starting a new drawing in

    Photoshop 7 and you could now possibly try to

    do your own cloud drawing.

    Tutorial by:

    Aquasixio

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    Chapter 5 : By Richard TilburySky

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    Painting a Sky

    Intro:This tutorial will attempt to outline a brief and

    straightforward approach to painting a simple

    sky with particular attention to the interaction

    between sunlight and cloud formations. It is

    aimed at beginners who are keen to nd a

    technique to in which to tackle a very popular

    and universal subject and one that features in

    much digital painting

    Step 1:The rst step is to ll in a base colour but due

    to the very changeable nature of the sub-

    ject there is no particular hue that should be

    chosen here. In this case I have decided upon

    a reasonably neutral light blue grey ( R 153, G

    167, B180 ) and lled in the entire canvas.

    Step 2:Next stage is to decide upon the positions

    of the main clouds which in this example will

    enter the frame from the left edge. For this I

    will use a darker version of the background

    colour ( R 126, G 140, B 157 ) and rough in

    the general shape on a separate layer. It is a

    good idea at this stage to use loose and bold

    brush strokes and encourage happy accidents

    that may help suggest the forms and then

    rene them further down the line. You can see

    in the image that I have varied the edges to

    add some interest and realism and this I did by

    using the eraser to create sharper accents and

    also the smudge tool to blur some sections.

    You can also use the eraser to gradually fade

    out some of the edges by setting it to around

    25% opacity.

    Step 3:With this main cloud in place it is time to add

    the light source which will emanate from the

    bottom left corner and so on another new layer

    I selected a pure white and placed this layer

    under the previous one to ensure the light is

    behind the cloud. With a large airbrush around

    400 pixels I simply blocked in the light in the

    bottom corner and faded it out slightly across

    the image.

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    Step 4:With these two key components blocked in it is time to rene the main cloud by varying the tones to prevent it looking too at. So using the eraser

    tool partially begin erasing areas to give it some form and also fade some of the edges as well as perhaps adding in lighter accents using a paler

    blue grey.

    Step 5:It is now time to begin adding in some of the detail that will make up the distant clouds that will run along the base of the canvas to the right as well

    as add in highlights around our main cloud where it thins out and catches the sunlight. Again on another layer I start to paint in the highlights using

    a pure white by rst outlining the top edge of the cloud with some thinner wisps extending from the right edge. Lastly I suggested a formation of

    clouds in the distance by just painting in the top edges which have caught the light using a small airbrush around 3 - 5 pixels.

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    Step 6:In order to add a little more drama and volume to the cloud I added some darker tones on a separate layer which was set to Multiply but made sure

    to focus these only on the far left where the sunlight is at its brightest and so increase the contrast.

    Step 7:With this layer done it is just a question of rening what we have already done by either adding one or two nal layers or manipulating the ones

    already in place. For the purposes of this tutorial I worked on the existing ones and painted in some ner lines along the top of the cloud to give

    it some denition and highlights. I also painted in some traces of detail across the middle of the cloud to give it some form as well as some small

    smudged clouds around it. Here is the nished article done in about an hour and a half.

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    Conclusion:It is a good rule of thumb to paint in rough shapes and then use the Gaussian blur lter to

    soften the shapes and then using a small airbrush simply add in a few sharper lines to create

    the forms. It is not often necessary to add an equal amount of detail across the entire painting

    because the brain does a very good job of lling in where the eye is only offered a suggestion

    of something.

    Tutorial by :

    Richard Tilbury

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    Step 2Quite often I place the predominant colour down

    across the entire canvas, which in this case

    is a light brown (R157, G103, B76), but here I

    wanted to keep a white backdrop, so I made a

    mask around the drawing and then lled in the

    body only (Fig.2)

    This tutorial will deal with the topic of painting

    skin. As with any subject, it is important to

    gather as many references as possible before

    starting. Skin is yet another element that varies

    greatly, hence the importance of research. No

    one person looks the same and so it is important

    to decide on a rough colour scheme early on. I

    decided as a starting point, to begin with a rough

    drawing I had already done on paper in one of

    my sketchbooks.

    Step 1The rst stage, as always, was to make a quick

    copy of the drawing on a new layer using a

    small standard airbrush set to about 8 pixels

    wide and set to Multiply. This will act as our

    guide for the painting, which you can see in

    Fig.1.

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    Step 3This will form the base colour, over which I shall

    now start to paint in some general highlights

    and shadow areas. I usually paint these on

    two separate layers, but in this instance I am

    putting them on the same layer and leaving it at

    the standard Normal blending mode in order to

    make quicker changes (Fig.3) At this stage, we

    are just trying to establish the basic forms and

    where the light source is situated. You can see

    the type of brush used in the top right, along

    with the ow setting (50%). Try to keep the light

    and dark areas as derivatives of the base colour.

    You can see the two shades I have used in the

    top left of the image.

    Step 4Now that the body has begun to take form, and

    I know roughly where the light is falling, it is time

    to create a new Shadow layer which will be set

    to Multiply. This will dene the key shadows and

    will be done using a soft airbrush and will help to

    further dene the forms. The colour used can be

    seen in the top left (Fig. 4).

    Step 5You will notice that, so far, the detail has

    been dened tonally, with various sizes of the

    soft airbrush. Certain areas, such as the lips

    and around the deltoid muscle at the top of

    the left arm, have used a hard round brush

    which creates a more clearly dened edge, as

    demonstrated by the two brush strokes in Fig 4.

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    Step 6Now that a shadow layer has been established,

    it is time to create one for the highlights, which

    will be set to Soft light as a blending mode. In

    Fig. 5, you can see the colour used in the top

    left. I have also gone back to the original lighting

    layer and also added in some highlights across

    the face and neck to improve the head area.

    Step 7There are essentially two further layers that I

    will use before attening the image and making

    colour adjustments. One shall be reserved for

    detail only, namely the nipples and veins, and

    the other will be called renements which shall

    be another highlights layer in essence. In Fig.

    6, you can see this layer isolated over the base

    layer. It is set to Normal blending mode and

    uses the same colour as the highlights layer.

    The purpose of the layer is to enhance what is

    already there by using ner strokes, as well as

    paint in the brightest areas. Keeping this as a

    separate layer just means more control when

    making nal adjustments to the tonal ranges.

    Step 8With this layer complete, and the small details

    painted in, it is just a question of making some

    minor colour changes, which in this case means

    a colour balance adjustment layer which I

    tweaked towards a more yellow hue. One last

    layer, which is set to Soft Light, is used to add

    some colour to the ears and lips, as well as

    some of the random areas, to add a little colourvariation.

    Step 9One could now add some blemishes and marks,

    along with some subtle colour variation, to help

    reduce the consistency of the skin tones.

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    Chapter 7 : By Emrah ElmasliSkin

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    In this tutorial, Ill try to explain the painting process of a realistic human

    skin texture. Ill use the upper torso of a male body as my subject, which

    is a very good surface to apply light, form and detail. Its always good to

    use a reference in subjects like this - a photograph or a live model will do.

    I begin my painting process by creating a new A4 document in Photoshop

    CS2. The rst step is drawing the lines of the torso. I start by drawing the

    main sketch on a new layer with a simple brush (gure 01), by looking at

    a torso reference found in an anatomy book. To begin, its always useful

    to draw a basic sketch which indicates the main forms of the subject. By

    doing this, our painting will be better and correct (gure 02). After nishing

    my sketch and being happy with it, I change the layer properties to

    multiply and open up a new layer underneath it. I ll this new layer with a

    medium skin tone (R: 219; G: 190; B: 156), which Im thinking of using in

    my painting, using the ll tool (gure 03).

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    As we know, skin tones vary by the races and countries we live in. The skin that Im going to paint belongs to a white man, with a medium-toned skin. I

    continue by opening a new layer between the sketch and the medium skin tone layer. I start to determine general forms with the soft brush that you will

    see detailed in gure 04. The colours that I use while painting the forms are the darker and warmer tones of the medium skin tone that I used before. I

    pay more attention to the general stain values, then going more into the details and trying to gure out the form of the skin, the curves of the muscles

    and the colour of the nal skin tone. (gure 05). For the next step I can start to apply the highlights by considering the angle of the light source. I use the

    yellowish and lighter tones of the skin, so that the form starts to slowly become more dened (gure 06). After being happy with the highlights and the

    shadows of the form, I start to paint over the lines and try to make the painting look more realistic (gure 07). The brushes I use while painting over the

    lines are the airbrushes that I use frequently, and the hard-edged brushes which I use to paint the sharp edges (gure 08).

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    NOTE: Skin takes the form of the muscles and wraps it like a cloth. One of the most important things that we should pay attention to, whilst painting a

    realistic skin texture, is successfully applying the curves of the muscles. If we take a look at the shoulder muscles, we can see the harmony between the

    skin and the muscles under it (gure 09). Human skin is a reective surface, in despite of its matte appearance. If we look at the area between the bicep

    muscle on the upper arm and the ribs (gure 10), we can see the bouncing light effecting the bicep area. We call this radiosity . This reection changes

    depending on the colour and the density of the light. It is important to get the reections right, whilst painting a realistic skin texture. After painting over

    the lines (gure 11), I can start the detailing process. The best way is to examine our own skin to see what kind and amount of detail it has. Skin has

    details like freckles, hair and spots. Now, Ill try to apply these details to my painting. I can start with the freckles and spots detail. One of the best ways

    to produce freckle details, is to create them traditionally by using a brush and watercolours. All you need to do is to spatter some watercolour paint on to

    white paper. After creating the spatter effect, you scan it and make it ready to use digitally.

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    Using Photoshop, I desaturate the spatter texture and adjust the levels

    until it becomes pure black and white (gure 12). Then I copy this texture

    on my painting and apply it to the suitable places. To integrate the freckles

    with the skin I change the layer properties of the layer to colour burn,

    and to make it less dominant I decrease its opacity to 50% (gure 13). To

    make it look more homogeneous, I erase some of the spots. I also apply

    some brown coloured spots to make the skin texture richer (gure 14).

    The other way of make the texture look more detailed is to add some hair

    to it. I paint these hairs on the lower arm with a thin, hard brush one by

    one (gure 15).

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    The colour of the hair I chose is a lighter tone of the skin colour ( R: 199 , G: 154 , B:116). (gure 16) . Another detail which reveals under the skin,

    is the veins. I add some blue-ish, grey coloured vein details on the bicep muscle with a soft and calligraphic brush, without over-doing them. To make

    them pop out more I add some highlights to them with a lighter tone of the skin colour (gure 17). After adding all these details, Ive almost nished the

    painting. There are just some colour and contrast adjustments left to be made. Over all my layers I open some Adjustment Layers like; brightness/

    contrast, colour/balance and hue/saturation. You can nd these by going to the layer menu and clicking on the New Adjustment Layer. I increase

    the contrast and decrease the saturation a bit. Also, I adjust the colours by the help of Colour Balance and make them look more accurate. As a last

    step I will add a noise effect over the skin to make it look rougher. I open a new layer and ll it with a greyish tone of the skin colour (for example:

    R:180; G: 170; B:150). After this, I go to the Filter menu, click on Noise and select Add Noise effect, then make these adjustments: Amount: 400%,

    Distribution: Uniform (gure 18). After this, I use the Spatter Effect to make the noise look messy and unbalanced. (Filter> Brush Strokes >Spatter).

    Then I apply Blur Effect on the same layer twice. (Filter> Blur> Blur) (gure 19). Lastly, I decrease the opacity of the layer to 4%. Finally, my skin

    painting is complete (gure 20). This is the method I use to paint realistic skin texture. I hope you like it.

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    Emrah ElmasliMore work from this artist can be found at:

    www.partycule.com

    You can contact them via:

    [email protected]

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    Chapter 8 : By Chris Thunig

    Winter Trees

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    Intro:This tutorial will attempt to outlinea shape-based approach to painting using

    a snowy tree as an example. It is meant to

    explain a more graphic as opposed to a fully

    rendered modus operanti while limiting oneself

    to using mainly contrast and form to create an

    illustration.

    Step 1:Before actually starting up the computer I produced a quick ink sketch on aquarelle paper to lay down some interesting shapes, nda decent composition and dene the general direction I plan on going into. Besides the fact that I am able to stay looser when exploring an idea

    traditionally before eshing it out in Photoshop I nd that the paper structure and ink shapes will give the image a subtle naturalistic quality that is

    otherwise difcult to reproduce digitally. When sketching, even at this early stage, it may be worth to hint at perspective and volume by blocking out

    some of the inner shapes with a few strokes instead of solely relying on the outlines as this will initially give a clearer idea of where the drawing is

    headed. (Fig.01)

    Step 2:After scanning the sketch I rst of all applied an overall Brightness/Contrast layer to darken the image enough to allow me to addboth, darker and lighter values when rendering the volume of the tree later on. I then roughly lled the shape of the tree with a base colour in a

    multiply-layer using a medium sized chalk brush. Though the brush itself generates a solid coat of colour the outline of it makes the smudges look

    more natural than a normal round brush would, resembling somewhat of marker sketch. (Fig.02)

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    Step 3:Since the subject matter is characterized by a rather limited colour spectrum and sharp, contrasty lines in a usually diffuse lightsituation I am using what I call a shape-based approach in creating this image rather than setting a denite light source and going straight for a

    realistic light source-based rendering. In doing so I try to dene light and dark areas that form shapes by contrasting each other. In achieving this

    the snow patches in this picture play an important part and I start laying out them in broad, rough strokes with a smaller charcoal-shaped brush.

    (Fig.03)

    Step 4: By darkening the base layer of the tree slightly more I increase the contrast between snow and organic structures further and startblocking out details of the trunk, rocks, and grassy bits to begin generating volume as well as giving more shape to leaves, roots and branches.

    Adding just a subtle touch of colour on in places will be enough to prevent the image from looking too monotone. (Fig.04) .

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    Step 5:Next, the cleaning up of the yet untreated areas could begin. In doing so I found it important to angle the sharp outlines of shapes of,for instance, the snow patches in interesting ways to generate appealing compositions and as such lling white space by relatively simple means.

    This ensured that none of the less important areas would become overworked and the focus stayed rmly on the tree. (Fig.05)

    Step 6:As the detailing continued by eshing out the texture of the bark I also took the opportunity to add small gimmicks such as icicles andtiny tracks to break up larger shapes and lines into smaller ones and invoke a touch of lively playfulness. A slight gradient as a background not only

    helped to juxtapose the contrast of the snow patches on top of the tree further but also gave a subtle hint at a damp sky. (Fig.06)

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    Step 7:With the tree painted up and the largest part

    of the clean-up work completed I decided

    to add some patchiness to the gradient to

    somewhat

    diminish

    the CG feel.

    A few more

    roots peeking

    out from under

    the snow on the

    left helped the trees

    perceived

    stability. I

    then balanced

    the composition

    on the right

    by adding a few

    grass leaves in the

    foreground and a fence

    behind the tree while

    the subtle disk of the

    moon simply serves

    as another means of

    contrasting shapes

    against each other and virtually leading the

    focal point from the base of the gnarly trunk

    over to the right towards the fence. The

    comparably young, slender and fragile plant

    clasping the batons to the right also serves the

    purpose of juxtaposing opposites. (Fig.07)

    Conclusion:Breaking up large shapes into smaller ones

    while using tonal contrasting to separate

    them can be a relatively quick and easy

    way to create interesting compositions

    while maintaining some form of readability

    by detailing mainly the areas of interest

    and keeping the surrounding forms simple

    and sharp, yet appealing in their layout and

    angularity.

    Tutorial by :

    Chris Thunighttp://www.thunig.com

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    Chapter 9 : By Richard TilburyTrees

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    IntroThe following tutorial will attempt at outlining

    an approach to painting trees and hopefully

    summarise techniques that can be applied

    to the subject as a whole. Off course the

    capabilities of creating custom brushes in

    Photoshop is very useful with regard to

    painting different types of trees and will need

    to vary accordingly but overall the principals

    explained will remain universal.

    Step 1:The rst step is to draw in a rough shape that

    represents the trunk and branches of the tree.

    I made an initial plain white background and

    then using the polygonal lasso tool simply

    traced in the shape of the tree and then lled it

    with a dark brown colour similar to (g 01).

    Step 2:Then using one of Photoshops standard dual

    brushes called dry brush which appears in the

    default palette and using a mid green (R42

    G65 B11) start blocking in some of the main

    areas of foliage as seen in (g 02). Try varying

    the size of the brush until you get the scale

    right.

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    Continue adding the leaves until you are happy

    with the look and have lled out the shape of

    the tree (g 03).

    Step 3:Then in order to add some volume and

    shadows I duplicated this layer and erased the

    upper most portions so that the sun appears to

    be shaded from the lower boughs and in

    contrast highlighting the highest branches

    (g 04). Then on another new layer I painted

    in some lighter green highlights across

    the top sections of the foliage to also help

    create the volume. In (g 05) I blacked out

    the background so you could more easily

    see these areas. You will also notice how I

    have included highlights on the branches to

    reinforce the sensation of light.

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    Step 4:The next stage is to add some further highlights on the same or a new layer as well as some extra branches that appear in front of the foliage. It is

    important to remember that the branches and foliage spread out in every direction as well as towards the viewer and so branches disappear behind

    leaf groupings and also overlap them at points (g 06). You can see the extra highlights when you compare the picture to the previous image. These

    represent the leaves that have really caught the light and often appear very pale due to their reective quality.

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    Step 5:All that is left to do now is atten down the layers of the tree and then using the colour dodge and colour burn tools enhance some of the qualities

    of the light across the branches and foliage. I also decided to add in the sky painting from last months Elements tutorial and tweaked this using the

    Colour Balance and Hue/Saturation values to give it a sunnier and warmer quality. You can see the nal result in.

    Tutorial by :

    Richard Tilbury

    http://www.2dartistmag.com/http://www.2dartistmag.com/
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    Chapter 10 : By Richard Tilbury

    Water

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    Painting WaterDuring this tutorial I will try to outline one

    way to go about painting water that is

    representative of a calm sea. Now this is a

    subject that varies greatly and is dependant

    on so many factors that it is almost impossible

    to lay down strict rules and guidelines. Water

    by nature is highly uid and transformable and

    therefore does not have a particular form to

    it. It is both transparent and at the same time

    very reective and so is always at the mercy

    of its environment and surroundings in the

    way it is perceived by the human eye. It is

    also affected by light, weather conditions and

    gravity and so can appear in an innite number

    of ways. A waterfall or fast owing rapids look

    white and opaque compared to a still pool for

    example and the colour of the ocean always

    reects the sky above it. Therefore the way we

    go about painting water is always reliant upon

    a number of issues and aspects in our scene

    and all of these must be considered before

    we begin. As I have already mentioned this

    particular tutorial concerns a relatively calm

    sea and so the only real issue to be mindful of

    is the sky. If we were to include land masses or

    trees for example then these elements would

    undoubtedly have a bearing on our painting.

    Step 1:So the rst thing to do is blockin our horizon line and colour of the sea. I

    have decided to start with a dull grey blue

    but this can easily be changed later on. On

    the background layer ll in the whole picture

    with a white and then using the rectangular

    marquee tool create a selection area at the

    base of the image and then go to Select

    Feather and enter about 10 pixels and ll in

    with a blue colour as seen in Fig 1. With this

    done select the entire image and go to Filter

    Blur Gaussian Blur and enter around 6.7.

    This will sufciently soften our horizon line and

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    lessen the transition between the sky and sea.

    This of course is not always how we perceive the

    horizon sometimes it is very crisp but for the

    purposes of the tutorial we shall create a bit of

    atmospheric perspective.

    Step 2:With the two colours blockedin the next thing to do is start to create the

    reections across the surface which will dene

    the motion of the water. I decided to make

    a reasonably calm sea without too much

    turbulence but enough to create a pattern.

    For this I started with a standard soft roundairbrush and under the Brushes tab added a

    sample tip as a dual brush with settings similar

    to Fig 2. I then created random strokes across

    the blue on a separate layer using a variety of

    brush diameters and using a pure white. I then

    set the layer opacity to 50%. The nal result

    can be seen in the upper right.

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    Step 3:The next stage involves creatinga new layer and doing exactly the same thing

    except creating marks in different areas (Fig

    3). Set the blending mode of this layer to pin

    light and turn the opacity down to around 70%

    - you can see the two layers combined in the

    upper right.

    Step 4:In this exercise I am going tohave a setting sun in the centre of the image

    just above the horizon line and so will need

    stronger reections at this point. So again on

    a new layer using the same process as before

    add in some extra highlights below the position

    that the sun will occupy as seen in Fig 4. You

    will notice that my marks are quite rough but

    do not be worried about that at this stage as

    we are far from nished. When you are happy

    with the layer set the blending mode to linear

    dodge and leave it at full opacity again the

    small inset shows culmination of layers so far.

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    Step 5:Make a copy of this layer andthen add a gaussian blur similar to the amount

    seen in Fig 5. and keep this layer set to linear

    dodge.

    Step 6: So far I have only used onebrush to paint the highlights but to give the

    water a shimmering quality I will need to use a

    different brush in this case a standard chalk

    brush. This will break up the edges of the

    light reecting on the surface and help create

    the impression of a sun low on the horizon.

    Concentrate the brush marks near the horizon

    where perspective reduces the visibility of the

    waves as seen in Fig 6. You will also notice

    that I have added in a simple sky to help

    contextualize the water and show how the two

    are co-dependant.

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    to do is select a dull pink with an RGB value

    of 146,134,136 and ll a new layer entirely.

    Then set the layer mode to lighten and erase

    areas near the base of the image and across

    the clouds (Fig 8). This will produce the subtle

    impression that more light is bouncing of the

    water in the mid distance from a low sun and

    help the sense of perspective. You can see in

    Fig 8. On the left of the line where the layer has

    been added compared to the right side which

    is as it was.

    Step 7:Using the chalk brush I haveadded some marks across the water but

    concentrating around the central section of the

    image on two separate layers similar to the

    way I made the initial highlights. I then blurred

    both layers slightly to soften the effect and the

    result can be seen in Fig 7.

    Step 8:There is no need to really addtoo much more detail on the water now. We

    have reached a stage where we have enough

    information to interpret the brush marks but

    not laboured over them too much. The overall

    image remains very blue and suggests an

    almost early afternoon light but as the sun is

    low in the sky it seems as though an overlay

    would help imply an evening light. First thing

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    Step 9:We are now going to add a warmer overlay across our sky and the lighter areas of the water. We can limit the areas we apply thecolour by going to Select Colour Range and using the eyedropper to select the highlights. Once done feather the selection by no more than 2

    pixels and again on a new layer ll in with an orange yellow and set the blending mode to Colour at around 25% opacity. In g 9. you can see again

    the before and after effects of this and how the yellow has been limited to the lighter areas.

    Step 10:Last of all we are going to add one more overlay to the water only so that the sun is the brightest area in the picture. Choose a paleorange and ll in an area across the whole of the water and then set the blending mode to multiply at around 20% opacity. In Fig 10 you can see

    how this looks before we change the blending and how it looks afterwards. On this layer I have erased some of the colour across the sky so there

    are some cooler blue tones remaining in order to avoid too much uniformity.

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    That about concludes this tutorial and as

    always renements could be made but

    hopefully it will prove useful to many people

    wishing to paint seascapes. The nal image

    can be seen above.

    Tutorial by :

    Richard Tilbury

    http://www.2dartistmag.com/http://www.2dartistmag.com/
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    Chapter 11 : By Don Seegmiller

    Waterfall

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    Painting Rocks & StoneThere are many different types of waterfalls.

    They range in from small trickles of water to

    immense and thundering rivers of water. They

    can be calming or terrifying. Each type would

    call for a somewhat different treatment as you

    worked. In this brief demonstration, I will show

    how I would go about painting a rather small

    waterfall. In this demo, I have used done the

    majority of the painting in Corel Painter and

    used Adobe Photoshop for a few nal touches.

    The general procedure would be the same

    regardless of what application you would use.

    Figure 1:

    You rst need to begin with something to paint

    the waterfall on. In this case, I have used a

    rather strange rock formation that I painted

    earlier. That in itself could be the subject for

    another tutorial but for now, this is the rock we

    are going to paint a waterfall on.

    Figure 2:As the water pours over the rocks, it leaves moisture wherever it spills and you wan to get this

    effect. The simplest way to accomplish this is to add another layer, change its composite method

    to either multiply or gel and paint a darker layer. You can see in the image the initial values on

    the bottom of the rock and how they become more rened as I work them into the higher areas of

    the rock. I nd that I will almost always lower the opacity of the layer and apply a slight blur. The

    amount of opacity and blur is strictly an individual choice. I leave this on a separate layer for the

    time being incase I want to make some changes as I paint the water.

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    Figure 3:This gure shows the wet layer after it has

    been worked a bit more and blended. I also

    decide that there is not quite enough contrast

    or colour in the rocks themselves. To correct

    this problem, I duplicate the rock layer, change

    its composite method to gel, and turn the

    opacity down until I get just the right change in

    contrast and colour saturation. I go ahead and

    combine the two rock layers into one.

    Figure 4:Using a chalk brush, I indicate the initial fall of

    the water stream on a new layer. I use colours

    that are picked out of the sky to retain an

    overall colour harmony. I am not concerned

    about detail at this point but just the overall

    look.

    Figure 5:I continue to rene the water paths a bit

    getting some smaller streams pouring over

    the rocks. I try and not paint too thickly so that

    the underlying colours of the rocks still show

    through.

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    Figure 7:I work down the surface of the rocks adding

    additional white into my colours as the water

    bubbles and splashes. I try and make the

    water take a path in the rocks that will feel like

    a natural ow in the cracks and crevices.

    Figure 8:The water is not only white but changes colour

    as it ows in and out of the shadow. You can

    see at the red arrow points where I have

    changed the colour of the water to a blue that

    I picked out of the sky colours. If you do not

    make your water change colour as it ows in

    and out of the shadows, the whole image will

    look at and will not help give the illusion of

    owing water.

    Figure 6:Using the same brush, I begin to develop the

    look of the sheets of water as they spill over

    the rocks. I refer to good reference materials

    to make sure the effect is natural. Remember,

    all of this is taking place on the water layer.

    Working in layers does make correcting

    mistakes so much easier.

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    Figure 9:I add an additional layer and using the

    variable splatter airbrush, I paint in some

    big splashes where the water hits the rocks.

    Almost always, I will need to go back in with

    the eraser and gently erase here and there to

    keep the effect from becoming overpowering.

    Figure 10:Using the digital airbrush, I add the misty

    and foggy effect on a new layer on top of the

    splashy layer.

    Figure 11:When painting objects like waterfalls, it is almost impossible to tell the scale of the object without

    something in the picture to give the viewer a sense of the size. In this case, on a new layer, I

    added the ock of birds. Now, you the viewer know that the waterfall is not very large and not just

    a trickle but maybe just 12-15 feet in height on the rst tier. I do arrange the birds pretty carefully

    after painting them in.

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    Figure 12:I switch to Photoshop at this point to add a rainbow. Once again, on a new layer I create a circular marquee and ll it with acircular gradient. The gradient is custom build to utilize transparency. I reversed the order of the colours to add more strangeness to the scene. The

    colours are harsh, too saturated, and the placement is bad but since we are on a new layer, this is easily xed.

    Figure 13:Using the Gaussian blur tool in Photoshop, I soften the rainbow. There is no correct amount and you will need to experiment toget just the right amount for your individual image.

    Figure 14:I scale the size of the waterfall down and position it where I want it. I lower the opacity to about 40% and also change theblending mode to colour. This gives me a very nice and subtle rainbow like you might expect to see with a waterfall.

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    For the nal touch I carefully

    erase some of the lower part of

    the rainbow. The image is now

    nished.

    Tutorial by :

    Don

    Seegmiller

    http://www.2dartistmag.com/http://www.2dartistmag.com/
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    Introduction:Michel Rogers famous Joan of Arc

    tutorial re-written for Maya by Taylor

    Kingston, Cinema 4D by Giuseppe

    Guglielmucci & Nikki Bartucci,

    Lightwave by Vojislav Milanovich and

    Softimage by Luciano Iurino and

    3DCreative Magazine.com.

    If there has been one single tutorialthat has educated and inspired more

    budding 3d artists than anything else,

    this complete step by step project by

    Michels must be it. The community

    is in debt to him.

    for more products in our range visit http://www.3dtotal.com/shop

    These 120 plus page, Downloadable PDFs are

    designed for ease of use to help beginners and

    intermediate level of artist alike in the creation

    of a female character. The tutorial takes you

    through the process of modelling, texturing and

    mapping to fnally adding bones.

    Chapter 1: Modeling of the Body

    - Body

    Chapter 2:Modeling of the Head

    - Head, Ear & Assembly

    Chapter 3: Modeling of the Accessories

    - The Sword & Armour Legs

    Chapter 4: Modeling of the Accessories

    - Armour Bust, Hair & Glove

    Chapter 5: Modeling of the Accessories

    - Accessories & UVW Mapping

    Chapter 6: UVW Mapping

    - Sword, Clothing, Armour & Body

    Chapter 7: Texturing & Hair

    - Eyes, Skin & Hair

    Chapter 8: Bones & Skinning

    - Bases, Hierarchy & Skinning

    ImagebyMichelR

    oger

    http://www.3dtotal.com/joan_of_arc/http://www.3dtotal.com/joan_of_arc/http://www.3dtotal.com/joan_of_arc/http://www.3dtotal.com/joan_of_arc/http://www.3dtotal.com/joan_of_arc/http://www.3dtotal.com/joan_of_arc/http://www.3dtotal.com/joan_of_arc/http://www.3dtotal.com/joan_of_arc/http://www.3dtotal.com/joan_of_arc/http://www.3dtotal.com/joan_of_arc/http://www.3dtotal.com/joan_of_arc/http://www.3dtotal.com/joan_of_arc/http://www.3dtotal.com/joan_of_arc/http://www.3dtotal.com/joan_of_arc/http://www.3dtotal.com/joan_of_arc/http://www.3dtotal.com/joan_of_arc/http://www.3dtotal.com/joan_of_arc/http://www.3dtotal.com/joan_of_arc/http://www.3dtotal.com/joan_of_arc/http://www.3dtotal.com/joan_of_arc/http://www.3dtotal.com/joan_of_arc/http://www.3dtotal.com/joan_of_arc/http://www.3dtotal.com/joan_of_arc/http://www.3dtotal.com/joan_of_arc/http://www.3dtotal.com/joan_of_arc/http://www.3dtotal.com/joan_of_arc/http://www.3dtotal.com/joan_of_arc/http://www.3dtotal.com/joan_of_arc/http://www.3dtotal.com/joan_of_arc/http://www.3dtotal.com/joan_of_arc/http://www.3dtotal.com/joan_of_arc/http://www.3dtotal.com/joan_of_arc/http://www.3dtotal.com/joan_of_arc/http://www.3dtotal.com/joan_of_arc/http://www.3dtotal.com/joan_of_arc/http://www.3dtotal.com/joan_of_arc/http://www.3dtotal.com/joan_of_arc/http://www.3dtotal.com/joan_of_arc/http://www.3dtotal.com/joan_of_arc/http://www.3dtotal.com/joan_of_arc/http://www.3dtotal.com/joan_of_arc/http://www.3dtotal.com/joan_of_arc/http://www.3dtotal.com/joan_of_arc/http://www.3dtotal.com/joan_of_arc/http://www.3dtotal.com/joan_of_arc/http://www.3dtotal.com/joan_of_arc/http://www.3dtotal.com/joan_of_arc/http://www.3dtotal.com/joan_of_arc/http://www.3dtotal.com/joan_of_arc/http://www.3dtotal.com/joan_of_arc/http://www.3dtotal.com/joan_of_arc/http://www.3dtotal.com/joan_of_arc/http://www.3dtotal.com/joan_of_arc/http://www.3dtotal.com/joan_of_arc/http://www.3dtotal.com/joan_of_arc/http://www.3dtotal.com/joan_of_arc/http://www.3dtotal.com/joan_of_arc/http://www.3dtotal.com/joan_of_arc/http://www.3dtotal.com/joan_of_arc/http://www.3dtotal.com/joan_of_arc/http://www.3dtotal.com/joan_of_arc/http://www.3dtotal.com/joan_of_arc/http://www.3dtotal.com/joan_of_arc/http://www.3dtotal.com/joan_of_arc/
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    Introduction:The original character of the Swordmaster

    was created by Seong-wha Jeong and we

    had 3DTotals in-house 3d artist Richard

    Tilbury, re-create the character in 3dsmax

    as well as create the textures in Photoshop,

    in our new precise, step-by-step tutorial for

    highly polished, low polygon game character

    with detailed texturing for real-time render-

    ing. We have also converted the tutorials into

    Cinema 4D, Maya, Lightwave and Softimage

    platforms. Even if you are not a user of one ofthem, the principles should be easily followed

    in nearly all other 3D applications.

    The Swordmaster tutorials is spread over 8

    Chapters which outline, in detail, the process

    for creating the Swordmaster below are the

    details.

    for more products in our range visit http://www.3dtotal.com/shop

    Chapter 1:Modelling the Head

    Chapter 2:Modelling the Torso

    Chapter 3:Modelling the Arms & Legs

    Chapter 4:Modelling the Clothing & Hair

    Chapter 5:Modelling the Armour

    Chapter 6:Mapping & Unwrapping

    Chapter 7:Texturing the Skin & Body

    Chapter 8: Texturing the Armour & Clothing

    image by Seong-wha Jeong

    Downloadable Tutorial EBook

    http://www.3dtotal.com/swordmaster/http://www.3dtotal.com/swordmaster/http://www.3dtotal.com/swordmaster/http://www.3dtotal.com/swordmaster/http://www.3dtotal.com/swordmaster/http://www.3dtotal.com/swordmaster/http://www.3dtotal.com/swordmaster/http://www.3dtotal.com/swordmaster/http://www.3dtotal.com/swordmaster/http://www.3dtotal.com/swordmaster/http://www.3dtotal.com/swordmaster/http://www.3dtotal.com/swordmaster/http://www.3dtotal.com/swordmaster/http://www.3dtotal.com/swordmaster/http://www.3dtotal.com/swordmaster/http://www.3dtotal.com/swordmaster/http://www.3dtotal.com/swordmaster/http://www.3dtotal.com/swordmaster/http://www.3dtotal.com/swordmaster/http://www.3dtotal.com/swordmaster/http://www.3dtotal.com/swordmaster/http://www.3dtotal.com/swordmaster/http://www.3dtotal.com/swordmaster/http://www.3dtotal.com/swordmaster/http://www.3dtotal.com/swordmaster/http://www.3dtotal.com/swordmaster/http://www.3dtotal.com/swordmaster/http://www.3dtotal.com/swordmaster/http://www.3dtotal.com/swordmaster/http://www.3dtotal.com/swordmaster/http://www.3dtotal.com/swordmaster/http://www.3dtotal.com/swordmaster/http://www.3dtotal.com/swordmaster/http://www.3dtotal.com/swordmaster/http://www.3dtotal.com/swordmaster/http://www.3dtotal.com/swordmaster/http://www.3dtotal.com/swordmaster/http://www.3dtotal.com/swordmaster/
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    http://www.3dtotal.com/textures/http://www.3dtotal.com/textures/http://www.3dtotal.com/textures/http://www.3dtotal.com/textures/http://www.3dtotal.com/textures/http://www.3dtotal.com/textures/http://www.3dtotal.com/textures/http://www.3dtotal.com/textures/http://www.3dtotal.com/textures/http://www.3dtotal.com/textures/http://www.3dtotal.com/textures/http://www.3dtotal.com/textures/http://www.3dtotal.com/textures/http://www.3dtotal.com/textures/http://www.3dtotal.com/textures/http://www.3dtotal.com/textures/http://www.3dtotal.com/textures/http://www.3dtotal.com/textures/http://www.3dtotal.com/textures/http://www.3dtotal.com/textures/http://www.3dtotal.com/textures/http://www.3dtotal.com/textures/http://www.3dtotal.com/textures/http://www.3dtotal.com/textures/http://www.3dtotal.com/textures/http://www.3dtotal.com/textures/http://www.3dtotal.com/textures/http://www.3dtotal.com/textures/http://www.3dtotal.com/textures/http://www.3dtotal.com/textures/http://www.3dtotal.com/textures/http://www.3dtotal.com/textures/http://www.3dtotal.com/textures/http://www.3dtotal.com/textures/http://www.3dtotal.com/textures/http://www.3dtotal.com/textures/http://www.3dtotal.com/textures/http://www.3dtotal.com/textures/http://www.3dtotal.com/textures/http://www.3dtotal.com/textures/http://www.3dtotal.com/textures/http://www.3dtotal.com/textures/http://www.3dtotal.com/textures/http://www.3dtotal.com/textures/http://www.3dtotal.com/textures/http://www.3dtotal.com/textures/http://www.3dtotal.com/textures/http://www.3dtotal.com/textures/http://www.3dtotal.com/textures/http://www.3dtotal.com/textures/http://www.3dtotal.com/textures/http://www.3dtotal.com/textures/http://www.3dtotal.com/textures/http://www.3dtotal.com/textures/http://www.3dtotal.com/textures/http://www.3dtotal.com/textures/http://www.3dtotal.com/textures/http://www.3dtotal.com/textures/http://www.3dtotal.com/textures/http://www.3dtotal.com/textures/http://www.3dtotal.com/textures/
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    Introduction:The Digital Art Masters: volume 1 book, is

    a collection of work from artists which

    have featured in the gallery of 3DTotal.

    Spread over 192 pages, the book features

    some of the finest digital 2D and 3D art-

    work that you can see today, from artist

    as Natascha Roeoesli, Philip Straub, Rob

    Chang, Jesse Sandifer, PiSONG, Meny Hilsen-

    rad and Ryan Lim and many more. More

    than just any other gallery book, each

    artist has written a breakdown overview,

    each with supporting imagery of how they

    made there piece of work.

    for more products in our range visit http://www.3dtotal.com/shop

    The first book in the Digital Art Masters series,

    contains work by the following artists:Andr Holzmeister, Andrey Yamkovoy, Balazs Kiss, Cetin Tuker, Daniele Montel-

    la, dEttorre Olivier-Thomas, Donald Phan, Drazenka Kimpel, Egil Paulsen, Eric

    Wilkerson, Fabricio Micheli, Francisco Ferriz, Fred Bastide, Fredrik Alfredsson,

    Haure Sebastien, Jesse Sandifer, Jorge Adorni, Juan J. Gonzlez, Juliano Castro,

    Khalid Abdulla Al-Muharraqi, Landis Fields, Laurent Gaumer, Laurent Mnab,

    Li Suli, Linda Tso, Marcel Baumann, Marco Siegel, Mariska Vos, Meny, Hilsenrad,

    Natascha Roeoesli, Nicolas Richelet, Niels Sinke, Norbert Fuchs, Olli Sorjonen,

    Omar Sarmiento, Patrick Beaulieu, Philip Straub, PiSONG, Richard Tilbury, Rob

    Adams, Robert Chang, Romain Cte, Ronnie Olsthoorn, Rudolf Herczog, Ryan

    Lim, Siku and Thierry Canon

    : volume 1

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    Introduction:A Collection of the nest independent animated

    movies and commercial trailers. The DVD includes

    work from a whole number or different sources,

    such as students, independents animators and

    commercial studios. We want people to be able to

    view this wealth of elite animation in one conve-

    nient high resolution package whilst generatingmuch exposure for these talented artists at the

    same time.

    Running Time: 3hrs 8 mins

    - Running Time: 3hrs 8 mins

    - 27 Shorts movies- 6 Clips & Trailers

    - Region Free, NTSC & PAL versions

    - Shorts & trailers from artist and studio like:

    Blur Studios

    Brian Taylor

    Marco Spitoni

    Patrick Beaulieu

    & Alex Mateo

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