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Digital Painting Tutorial Series : Volume Two

Contents

Rock and Stone Chapter 01


Rich Tilbury 003

Rock and Stone Chapter 02


Vinegar 009

Sky Chapter 03
Linda Tso 017

Sky Chapter 04
AquaSixio 023

Sky Chapter 05
Rich Tilbury 034

Skin Chapter 06
Rich Tilbury 040

Skin Chapter 07
Emrah Elmasli 045

Trees Chapter 08
Chris Thunig 052

Trees Chapter 09
Rich Tilbury 058

Water Chapter 10
Rich Tilbury 063

Waterfall Chapter 11
Don Seegmiller 071
Rock & Stone
Chapter 1 : By Richard Tilbury
elementsRock and Stone

Painting
Rock and Stone

Step 1:
The first 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 final 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.


light source I simply erased parts of this layer involved with details. In order to keep control
to reveal the white underneath (Fig02). It is of the painting process I find it is best to work
Step 2: important to define the light source as this is on a larger scale to begin with and gradually
The next stage was to get rid of the glaring
paramount in how the viewer reads the image work your way down to the finer detail. In other
white of the image and so I traced around
and interprets the forms. Rock can be a difficult words, decide on a light source and block in
the drawing and on a separate layer which
subject to paint as it varies tremendously, not the main highlights and shadows and carve
I named Background, I used the Gradient
only in its colouration but more importantly out the general structure and form of your
tool fading from a pale to a darker green. On
in its structure and the types of formations it image before concentrating on the numerous
another new layer set to Hard Light I used a
adopts. Because its surface is so uneven with incidental passages that will help add interest
dark grey and filled in the area that makes
so many undulations and crevices it is easy and detail to the final piece.
up the rock itself and then to establish the
to loose sight of the overall form and get too

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elementsRock 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 flow

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 refinement until it is finished. Quick

and seemingly random marks are perfectly

suitable and may even inadvertently suggest

part of the final 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 reflective 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 filled in some warm

tones to soften the contrast and reduce the

white to certain areas (Fig04).

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elementsRock and Stone

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 signifies shadows cast by the sun (Fig06).

At this stage we have the main elements firmly

established and we can now begin the final


phase which is that of refining what we already

have and painting in some details across the

rock face. You can either do this on separate

layers, work on the existing ones or even

flatten the PSD file and then continue it is up

to you. It is wise not to continually create new

layers as the file will become very large and


Step 5: navigating through it will become a chore just
Because there will be a strong light source in the upper left of the picture with some very bright preserve the key layers if need be. Also do not
highlights it is only fitting that there will be some strong shadows to match. So on another layer be afraid to change anything if you feel it is
which I named Dark areas, I used a dark brown as seen in Fig05 to accentuate the forms and wrong no matter how advanced the painting is;
add volume to the rock face. it is never too late to re-work problem areas!

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elementsRock 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 flat face on

the left. However the overall surface still looks

flat 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 as

well 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 fit.

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 definition and the whole

image looks less sketchy.

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elementsRock and Stone
Step 9:
The final 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

final result as shown in Fig10.

Tutorial by :

Richard Tilbury

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Rock & Stone
Chapter 2 : By Vinegar
elementsRock and Stone
Painting rocks, mountains
and stones
This tutorial will show you how to basically get

the final 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
Choosing colour scheme
and 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
Defining the shape (rocks
on the first plan):
Right now lets focus on the rocks at the first

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 finding 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, flat

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 Photoshops low opacity brushes, smudge tool
(although youll probably need to correct it very or Painters blenders its all up to you, just
often and youll see that in a minute). You can remember not to overuse them later in final
blend the general structure you have using 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 flow

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 flow 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..

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elementsRock and Stone
Using your own brushes
and 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 flat, 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 flat pasting a

random photo. As for creating brushes (I think


a new brush. Here Im showing a few I created
Photoshop will be a more useful tool here,
and used to paint this picture (image 18). But
although you can try and use Painter, for me
youre not done yet, now have some fun with
Photoshops brush settings are just more
the Brushes options (image 19), spend some
intuitive) the same rule apllies, experiment to
time to see how itll act with some scattering
create various ones and have a bit of fun with
options, play with adding a texture to it, change
your own brush settings, opacity and flow. Lets
its opacity, flow and dynamics. And save your
take a look. Images 16 and 17 shows how I
best results. Now you have a whole palette
created this brush. Image 16 is a cutout I did of
of new ways to add some more depth to the
some royalty free photos, image 17 is a brush I
picture. You can see (image 20) how quickly
defined after playing about with it a bit (erasing
you can achieve something resembling bushes
some parts, repainting others). Use Edit >
just by experimenting with your newly created
Define Brush in Photoshop and voila! You have
brushes.

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elementsRock and Stone

Setting rocks in the


environment
Now 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 fixing

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 fix 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 fill


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
Painting rocks and
mountains in the distance
The general work flow 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 flat. 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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elementsRock and Stone
When youre done with it start working on

smaller details and more specific 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 fine,

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 find this tutorial helpful :)

Tutorial by:

Vinegar
vinegaria@gmail.com
www.vinegaria.com

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Sky
Chapter 3 : By Linda Tso
elementsSkies 1

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
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 refining 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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elementsSkies 1
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

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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elementsSkies 1

In order to bind the image together and finish

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 reflect 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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Sky
Chapter 4 : By AquaSixio
elementsSky
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 flow: 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 flow:

20 ). Reduce the opacity to add a misty effect

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

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elementsSky
The light outline
I 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 flow: 20 ).

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elementsSky
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

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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elementsSky

Recapitulatory for the


brushes
Remember 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 flow 20. For the cloud details: Size 30-60

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

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

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

can build the cloud structures using the form of

the brush, it easier.

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The second part
The 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 flow: 10 ).

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elementsSky
The composition
Hehe 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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elementsSky
Canvass size revolution
Here you can see the new composition of the

drawing as I was not satisfied 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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elementsSky

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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Sky
Chapter 5 : By Richard Tilbury
elementsSky
Painting a Sky a reasonably neutral light blue grey ( R 153, G using the eraser to create sharper accents and

Intro: 167, B180 ) and filled in the entire canvas. also the smudge tool to blur some sections.

This tutorial will attempt to outline a brief and You can also use the eraser to gradually fade

straightforward approach to painting a simple Step 2: out some of the edges by setting it to around

sky with particular attention to the interaction Next stage is to decide upon the positions 25% opacity.

between sunlight and cloud formations. It is of the main clouds which in this example will

aimed at beginners who are keen to find a enter the frame from the left edge. For this I Step 3:
technique to in which to tackle a very popular will use a darker version of the background With this main cloud in place it is time to add

and universal subject and one that features in colour ( R 126, G 140, B 157 ) and rough in the light source which will emanate from the

much digital painting the general shape on a separate layer. It is a bottom left corner and so on another new layer

good idea at this stage to use loose and bold I selected a pure white and placed this layer

Step 1: brush strokes and encourage happy accidents under the previous one to ensure the light is

The first step is to fill in a base colour but due that may help suggest the forms and then behind the cloud. With a large airbrush around

to the very changeable nature of the sub- refine them further down the line. You can see 400 pixels I simply blocked in the light in the

ject there is no particular hue that should be in the image that I have varied the edges to bottom corner and faded it out slightly across

chosen here. In this case I have decided upon add some interest and realism and this I did by the image.

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elementsSky

Step 4:
With these two key components blocked in it is time to refine the main cloud by varying the tones to prevent it looking too flat. 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 first 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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elementsSky

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 refining what we have already done by either adding one or two final layers or manipulating the ones

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

it some definition 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 finished article done in about an hour and a half.

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elementsSky

Conclusion:
It is a good rule of thumb to paint in rough shapes and then use the Gaussian blur filter 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 filling in where the eye is only offered a suggestion

of something.

Tutorial by :

Richard Tilbury

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elementsSky

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Skin
Chapter 9 : By Richard Tilbury
elementsSkin
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 1
The first 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.

Step 2
Quite 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 filled in the
body only (Fig.2)

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elementsSkin
Step 3
This 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 flow 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 4
Now 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 define the key shadows and
will be done using a soft airbrush and will help to
further define the forms. The colour used can be
seen in the top left (Fig. 4).

Step 5
You will notice that, so far, the detail has
been defined 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 defined edge, as
demonstrated by the two brush strokes in Fig 4.

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Step 6
Now 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 7
There are essentially two further layers that I
will use before flattening the image and making
colour adjustments. One shall be reserved for
detail only, namely the nipples and veins, and
the other will be called refinements 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 finer strokes, as well as
paint in the brightest areas. Keeping this as a
separate layer just means more control when
making final adjustments to the tonal ranges.

Step 8
With 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 colour
variation.

Step 9
One 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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Skin
Chapter 7 : By Emrah Elmasli
elementsSkin
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 first step is drawing the lines of the torso. I start by drawing the
main sketch on a new layer with a simple brush (figure 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 (figure 02). After finishing
my sketch and being happy with it, I change the layer properties to
multiply and open up a new layer underneath it. I fill this new layer with a
medium skin tone (R: 219; G: 190; B: 156), which Im thinking of using in
my painting, using the fill tool (figure 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 figure 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 figure out the form of the skin, the curves of the muscles
and the colour of the final skin tone. (figure 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 defined (figure 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 (figure 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 (figure 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 (figure 09). Human skin is a reflective surface, in despite of its matte appearance. If we look at the area between the bicep
muscle on the upper arm and the ribs (figure 10), we can see the bouncing light effecting the bicep area. We call this radiosity . This reflection changes
depending on the colour and the density of the light. It is important to get the reflections right, whilst painting a realistic skin texture. After painting over
the lines (figure 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 (figure 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% (figure 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 (figure 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 (figure 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). (figure 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 (figure 17). After adding all these details, Ive almost finished 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 find 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 fill 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 (figure 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) (figure 19). Lastly, I decrease the opacity of the layer to 4%. Finally, my skin
painting is complete (figure 20). This is the method I use to paint realistic skin texture. I hope you like it.

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Emrah Elmasli
More work from this artist can be found at:
www.partycule.com
You can contact them via:
emrah@partycule.com

www.2dartistmag.com page51 v2 Elements : Skin


Winter Trees
Chapter 8 : By Chris Thunig
elementsWinter Trees
Intro: This tutorial will attempt to outline

a 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, find

a decent composition and define the general direction I plan on going into. Besides the fact that I am able to stay looser when exploring an idea

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

otherwise difficult 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 first of all applied an overall Brightness/Contrast layer to darken the image enough to allow me to add

both, darker and lighter values when rendering the volume of the tree later on. I then roughly filled 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 light

situation I am using what I call a shape-based approach in creating this image rather than setting a definite light source and going straight for a

realistic light source-based rendering. In doing so I try to define 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 start

blocking 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 filling white space by relatively simple means.

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

Step 6: As the detailing continued by fleshing out the texture of the bark I also took the opportunity to add small gimmicks such as icicles and

tiny 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: against each other and virtually leading the Tutorial by :

With the tree painted up and the largest part focal point from the base of the gnarly trunk Chris Thunig
of the clean-up work completed I decided over to the right towards the fence. The http://www.thunig.com

to add some patchiness to the gradient to comparably young, slender and fragile plant

somewhat clasping the batons to the right also serves the

diminish purpose of juxtaposing opposites. (Fig.07)

the CG feel.

A few more Conclusion:


roots peeking Breaking up large shapes into smaller ones
out from under while using tonal contrasting to separate
the snow on the them can be a relatively quick and easy
left helped the trees way to create interesting compositions
perceived while maintaining some form of readability
stability. I by detailing mainly the areas of interest
then balanced and keeping the surrounding forms simple
the composition and sharp, yet appealing in their layout and
on the right angularity.
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

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Trees
Chapter 9 : By Richard Tilbury
elementsTrees
Intro
The 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 first 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 filled it

with a dark brown colour similar to (fig 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 (fig 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 filled out the shape of

the tree (fig 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

(fig 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 (fig 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 (fig 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 reflective quality.

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Step 5:
All that is left to do now is flatten 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 final result in.

Tutorial by :

Richard Tilbury

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Water
Chapter 10 : By Richard Tilbury
elementsWater

Painting Water
During 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 fluid and transformable and

therefore does not have a particular form to

it. It is both transparent and at the same time

very reflective 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 infinite number

of ways. A waterfall or fast flowing rapids look

white and opaque compared to a still pool for

example and the colour of the ocean always

reflects 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 first thing to do is block


in 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 fill 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 fill 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 sufficiently 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 blocked


in the next thing to do is start to create the

reflections across the surface which will define

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 round

airbrush 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 final result

can be seen in the upper right.

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Step 3: The next stage involves creating


a 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 to


have a setting sun in the centre of the image

just above the horizon line and so will need

stronger reflections 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 finished. 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 and


then 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 one

brush 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 reflecting 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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Step 7: Using the chalk brush I have to do is select a dull pink with an RGB value water in the mid distance from a low sun and

added some marks across the water but of 146,134,136 and fill a new layer entirely. help the sense of perspective. You can see in

concentrating around the central section of the Then set the layer mode to lighten and erase Fig 8. On the left of the line where the layer has

image on two separate layers similar to the areas near the base of the image and across been added compared to the right side which

way I made the initial highlights. I then blurred the clouds (Fig 8). This will produce the subtle is as it was.

both layers slightly to soften the effect and the impression that more light is bouncing of the

result can be seen in Fig 7.

Step 8: There is no need to really add


too 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 the
colour 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 fill in with an orange yellow and set the blending mode to Colour at around 25% opacity. In fig 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 pale
orange and fill 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 refinements could be made but

hopefully it will prove useful to many people

wishing to paint seascapes. The final image

can be seen above.

Tutorial by :

Richard Tilbury

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Waterfall
Chapter 11 : By Don Seegmiller
elementsWaterfall

Painting Rocks & Stone


There 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 final touches.

The general procedure would be the same

regardless of what application you would use.

Figure 1:
You first 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 refined as I work them into the higher areas of

the rock. I find 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 figure 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 refine 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 6: Figure 7:
Using the same brush, I begin to develop the I work down the surface of the rocks adding

look of the sheets of water as they spill over additional white into my colours as the water

the rocks. I refer to good reference materials bubbles and splashes. I try and make the

to make sure the effect is natural. Remember, water take a path in the rocks that will feel like

all of this is taking place on the water layer. a natural flow in the cracks and crevices.

Working in layers does make correcting

mistakes so much easier.

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

as it flows 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 flows in

and out of the shadows, the whole image will

look flat and will not help give the illusion of


flowing water.

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Figure 9: Figure 11:


I add an additional layer and using the When painting objects like waterfalls, it is almost impossible to tell the scale of the object without

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

big splashes where the water hits the rocks. added the flock of birds. Now, you the viewer know that the waterfall is not very large and not just

Almost always, I will need to go back in with a trickle but maybe just 12-15 feet in height on the first tier. I do arrange the birds pretty carefully

the eraser and gently erase here and there to after painting them in.

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.

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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 fill it with a

circular 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 fixed.

Figure 13: Using the Gaussian blur tool in Photoshop, I soften the rainbow. There is no correct amount and you will need to experiment to
get 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 the
blending 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 final touch I carefully

erase some of the lower part of

the rainbow. The image is now

finished.

Tutorial by :

Don
Seegmiller

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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 tutorial


that 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.

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 finally 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
Image by Michel Roger

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


Downloadable Tutorial EBook

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 of
them, 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.

image by Seong-wha Jeong

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

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


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)MAGE3TEPHANE)SRAEL
: volume 1
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.

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

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Introduction:
A Collection of the finest 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 generating
much exposure for these talented artists at the
same time.

- 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

- Running Time: 3hrs 8 mins


- 27 Shorts movies
- 3 Trailiers
- Region Free, NTSC & PAL versions
- Shorts & trailers from studios such as:
Blur Studios
Keytoon Animations Studios
Redrover Studios
& Platige Image
- Loads of extra including images and storyboards

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

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