Renderwave Colorpedia 1 Digital Edition PDF
Renderwave Colorpedia 1 Digital Edition PDF
Renderwave Colorpedia 1 Digital Edition PDF
COLORPEDIA
VOL.1
RED RIGHT HAND PUBLISHING
Renderwave’s Colorpedia Copywrite 2020, Red Right
Hand publishing. All rights reserved. No part of this
book can be reproduced in any form by any means,
without the prior written consent of the publisher. All
artwork, unless stated otherwise, is copywrite 2020
Red Right Hand publishing or the featured artist’s.
INTRODUCTION
4 5
RENDERWAVE COLORPEDIA
but we really mean it. Had it not been for you, our beautiful, creative,
backers, this book would not exist. So, you’ve made the Colorpedia
too. We made it together.
Any successful artist will tell you having fun is what brings out their best
work, and isn’t that what drew us all to creating art in the first place? So
please don’t feel like you have to read this book from front to back. You
certainly will gain a great art education from doing so, but if that’s not
your style, that’s perfectly fine. Dip in and out and treat it as a resource
for the topics and subjects you happen to be working with in your own
art. It’s our hope that you will find tremendous value in this book and
will be referring back to it for years to come.
Finally, we wanted to briefly talk about the way this book is structured.
You will notice that the first half of the book is laid out with a tool-kit
approach. Here you will find concepts and techniques on a wide range
of subjects. Some of these we’ll explore in detail, others we touch on
just to make you aware of them. Our goal is to give you as many tools
as possible in the space that we have.
As you know, there is a subject on comic book coloring later on in the
book. We really struggled with where to place some of this content
because it’s hard to discuss art concepts and techniques in a vacuum.
The same techniques a concept artist might use to paint a futuristic
landscape might also be used by a comic book colorist for something
totally different. So just because a topic or subject might not seem
relevant to what kind of art you are personally into, it still will be ben-
eficial for you to at least look at it, as all the lessons in the book can be
applied to any area of digital art.
We hope you enjoy RenderWave’s Colorpedia! Thanks again for making
this book with us :)
YOUR DIGITAL
6 7
RESOURCE ARCHIVE
You receive with this book a digital resource archive. In it you will find
custom brushes, color swatches, gradients, line art to practice on in-
cluding the inked pages for Light #1 and Maelstrom #1 and Wailing
Blade #1 and more.
Please remember to join the Facebook group where you will be able
to share your work with the other people who bought this book, post
questions, and just stay in touch with a community of artists.
RENDERWAVE COLORPEDIA
INDEX
COLOR THEORY PAGE 11
RENDERING PAGE 35
10
THEORY
TERMS AND PHRASES 12
COMPLIMENTARY COLORS 15
MONOCHROME 16
ANALOGOUS 17
WARM AND COOL COLORS 18
POSITIVE AND NEGATIVE COLORS 19
GRAYSCALE 20
THREE VALUE COMPOSITION 22
COLOR RELATIVITY 26
AVOIDING MUDDY COLORS 27
BALANCE IN COMPOSITION 28
PALETTES 30
METHOD FOR FINDING THE MAIN COLORS OF A PIECE 32
TERMS AND
12
LESSON 1 13
PHRASES
A quick note on terminology.
Here’s a real shocker. The first thing we are going to talk about is color.
Obvs right?
Saturation Value
Just for clarity’s sake let’s take a quick moment to make sure we’re all
on the same page with regards to the terms and phrases we are going We’ll start with the basics,of course, but we think you will soon realize
to be using. (if you haven’t already) that color theory is a surprisingly complex and
Hue fascinating subject.
Some of these terms, depending on what area of art you are working
in, will have different names. We’re going to use the terms most often Color theory is one of those subjects where you realize the more you
used in the comic book and digital painting industry. know about it, the more you know how much more there is to know…
RENDERWAVE COLORPEDIA
you know? Take at look at this happy little color wheel at the top of
HUE The specific wavelength in a light spectrum. Think rainbows. When
COLOR THEORY
COLOR WHEEL the page.
we use terms like “red” and “blue” we are actually referring to the hue,
Basic color wheel Everyone who looks at this will see certain things. They will see color,
not the color. As you travel around the color wheel, the hue changes,
but nothing else. of course. Whether they think it through or not, they will also see a
color spectrum.
VALUE Which can also be thought of as brightness, runs straight up and
down. The lower the value, the darker it will be. Those of you with a little color theory in your back pocket will see some
more things. You might see primary colors, secondary colors, comple-
SATURATION Runs left to right and refers to how much of the true color mentary colors. You might see analogous colors. It’s all right there. You
is selected. The further left you go, the more neutral the color will be just might not be aware it is.
and the less “pure” it will look.
Now take a look at the wheel below it. It’s slightly more complex and
FLAT COLOR Refers to color that is, well, flat. A single color without any immediately demonstrates a new concept: saturation. As the colors get
rendering or shading added to it. farther away from the center, the more saturated they become. That is,
LOCAL COLOR The color of an object in neutral white lighting. The the farther they move towards their pure color.
natural color of something unmodified by dynamic light. COLOR WHEEL But this is still just scratching the surface. Color can be divided into
Color wheel demonstrating dozens and dozens of concepts and systems and it would serve you
RENDERING The act of painting in a way that gives the illusion of bend-
saturation to understand, or at least be aware of as many of them as you can, to
ing light and shadow to give form and shape.
afford yourself more concepts to draw from in your art. On the next
That’s the basics. As we come to new concepts they will be highlighted.
page you will see a buffet of color wheels representing different color
and explaneed in detail. Okay, let’s begin!
concepts. We will go into the most important ones in this book. The
rest are here just so you can become aware of them. These are only
representative of the most common color concepts and this is by no
means an exhaustive list.
COMPLIMENTARY
14
LESSON 2 15
COLORS
Complimentary colors are These are colors that have the highest contrast to each other. Used to-
gether they will look purer than they actually are. When laying down
colors that are opposite each
MONOCHROMATIC COOL DARK your principle colors, it is always helpful to be aware of what color com-
other on the color wheel. pliments the dominant colors you’re working with, even if you don’t plan
on using a complimentary color scheme, be-
cause it will give you a deeper understanding
of the palette you’re working with.
RENDERWAVE COLORPEDIA
COLOR THEORY
MONOCHROME SATURATED SQUARE
TRIAD
A triad is a color scheme in a special
variant of the split-complementary color
scheme, with equal distance between
all colors. You will often see this color
scheme used for super hero costumes,
usually with primary colors.
WARM TRIAD TETRAD
MONOCHROME ANALOGOUS
16
LESSON 3 LESSON 4 17
A monochromatic color This is a very subtle but tricky aesthetic to pull off. The approach to this Analogous color schemes use Analogous colors typically match well, are often found in nature,
would be to lay down your base color, which in the case of this example is and are harmonious and pleasing to the eye. By definition, this is a
scheme is three or more a desaturated purple. You would then go about coloring in one shade at a
colors that are close to each color scheme with colors that have low contrast with each other, but
shades and tints and tones time logically based on material and your planes. (We will look at planes other on the color wheel. be mindful not to make the contrast so low as to lose the distinction
of the same base hue. later in the book). You try to use as few values in the same color family between them. Choose one color to dominate, a second to support.
as you can while clearly defining The third color is used (along
all your elements. with black, white or gray) as an
accent.
This is sometimes referred to as a
wash by comic book colorists. It’s When you don’t want to draw too
an incredibly powerful technique much attention to something, like
for defining an overall look of a background art, you would use
painting or book. This can also analogous colors to keep it rela-
be achieved using gradient maps tively uninteresting to the eye.
over the top of paintings render-
Take this example. The pictures
ing exclusively first in gray scale.
on the wall have nothing to do
We will look at both painting in
with the story. What the artist
COLOR THEORY
grayscale and gradient maps a
wants the reader to be looking
little later.
at is the man and the ominous
set of eyes in the darkness. So
the rest of the room is colored in
analogous colors with little con-
trast. If one of the pictures on the
wall were bright red, for example,
the reader would wonder why,
and what importance it held. If it
was not important, that would be
an objective mistake on the part
of the colorist.
WARM AND POSITIVE AND
18
LESSON 5 LESSON 6 19
COLOR THEORY
of aesthetics or story logic. It’s an intentional effort on the colorist’s part
to make you want to look at the important elements on the page.
Colors in art and especially in comic books are not selected only to
make things look cool, but to guide your eyes to where the creators
want them to go, and in doing so, assist in the telling of the story. Look
at any modern comic book or painting and you’re likely to find this
technique being used again and again. It’s foundational but very, very
powerful. If you only remember one thing right now about warm and
COLD COLOR SCHEME cool colors as it pertains to your compositions,remember this: cool col-
ors subtract from the viewers attention, warm colors add.
Remember, colors are relative to each other. The perception of what’s
warmer and cooler largely depends on which colors surround it. Not
every temperature re-
lationship should be a
strong blue to a hot red,
and certainly not some-
thing that happens often
in nature. Mastering subtle
differences in temperature
for different environments
will be vital in creating nu-
anced images - just enough
contrast to make it inter-
esting without metaphor-
ically screaming at your
audience.
This may come as a surprise While the grayscale doesn’t contain any color per say, it does have
something even more important: value. What every professional dig-
to some, but grayscale is ital painter and colorist knows is that hue/color is actually not that
possibly the most important important. What’s really important is value and contrast. If you can
and useful color scheme nail these two things, everything else is easy and your art will improve
in leaps and bounds.
there is.
Every painter and colorist would benefit
greatly from practicing painting in gray-
scale (or in one color). And in fact many
high-level digital painters paint their
work first in grayscale. The reason being
is that it forces you to think through the
shapes in ways that are difficult to do,
while also diverting some of your atten-
tion and brain power towards the puzzle
that is color harmony. By only having to
worry about value and contrast your ren-
dering skills will get much better.
The best part about coloring in gray-
scale is that it’s incredibly easy to then
add color once your rendering is to your
satisfaction.
Simply create a separate layer above
your grayscale layer and set the new
layer mode to ‘color’. When you begin
to paint in color this layer will pull the
values from your grayscale painting.
This is a technique that should not be
overlooked as it is one of the fastest
ways to level up your rendering skills.
We will go much deeper into rendering
in later chapters.
THREE-VALUE
22
LESSON 8 23
COMPOSITIONS
This is particularly useful when creating artwork, as elements in your
piece can be categorized in a limited value range to maximize clarity.
In fact, all of the greatest artwork throughout history can be simplified
into three values and still be readable to the audience. So long as you
are creative in what you allocate these values on, artists are able to
emulate the clarity and value possibilities of reality with a much more
limited range.
Think of it like organizing a messy folder into digestible categories. Art
There is a major benefit to can be a bundle of chaos if left unchecked. Using too many interval val-
understanding grayscale: As artists, we are unable to replicate every value on the canvas that ues to organize your artwork may cause confusion and muddiness, as
exists in reality. We are therefore forced to simplify the values for art- you risk having too many shapes leading your viewers’
clarity. work. This is the value range, a much more limited array of brightness eyes everywhere and nowhere in particular.
compared to reality.
HUMAN EYES ARE ABLE TO CLEARLY This is not to say you keep to three values throughout
the entire process. This method of thinking is only to
ensure clarity, as long as your initial three-value com-
DISTINGUISH THREE OF THE VALUES position is adhered to.
RENDERWAVE COLORPEDIA
COLOR THEORY
plan is perfect, if you designate an area to be white,
it would be detrimental to lower its value to make it
BECOME NEGLIGIBLE OR NOT read as a mid-tone. You may, however, shift the values
slightly from white to add nuance to the elements you
USEFUL FOR ARTISTIC PURPOSES. are painting. So long as it still reads as one of the three
values, this will ensure what you’re doing is organized.
We, as artists, are bound by this. For instance, it’s impossible for us to
have white paint that is as bright as the sun, or black paint that emulates
pure darkness in a dungeon. This creates an interesting problem, where
values we can use are much closer in brightness than the possibilities
in reality. Luckily we have a solution. We can turn a disadvantage into
an advantage.
What master artists throughout history realized was that within this
limited range, human eyes are able to clearly distinguish three (four,
depending on who you ask) of the values present before the differences
become negligible or not useful for artistic purposes.
24 Try your damndest not to introduce If you’re having trouble, you can squint your eyes so you blur what- That’s not to say you should count every pixel to ensure it’s exactly 25
more values. If something leans ever you’re looking at. This will ensure that any negligible details get 60/30/10. What it implies is that one value should be disproportion-
towards one of the three values go grouped together with the larger values in your vision. Another method ately dominant (“60%”), one subdued (“10%”) and one somewhere in
with your intuition and simplify it. is to zoom out from the painting (or walk farther away for the tradition- between (“30%”). This goes into the principles of good design, as you
We’re looking to study, not to create alists), forcing the piece to be seen with the big shapes only. want to avoid compositions made of value ratios with the same sizes
finished, pretty pictures. (unless deliberate for storytelling purposes). Variety is always more
One exercise some artists like to do is to take professional work and
interesting to the eye than stagnant, orderly designs.
dissect its art into three values, and notice that the composition still
functions. It may seem impossible given how complicated some of
them could be but you’ll quickly realize that the masterful rendering
hides the solid foundations.
You’d soon find, with enough study, that the dominant value tends to
dictate the atmosphere, and, in turn, can be used to enhance storytell-
ing. For instance, would you paint a dark catacomb with white as the
dominant value? Barring some inverse storytelling, it’s likely you would
RENDERWAVE COLORPEDIA
COLOR THEORY
How about a cute kitten on a sunny day?
If you find yourself having trouble depicting certain moods, consider
stripping down your work-in-progress into grayscale and double-check
whether your value ratios are logical for what you wanted to portray.
60/30/10
“60/30/10” refers to the percentage each of the three values take in a
composition: 60%, 30% and 10%. The interesting phenomenon is that
almost all great artworks have a three-value breakdown with those
ratios.
COLOR AVOIDING
26
LESSON 9 LESSON 10 27
in the bottom image as gray. That’s because bottom of the color wheel. But in art, darks don’t objectively have to
COLOR THEORY
there’s a brighter blue behind it. Your brain be dark. They just have to be dark relative to what else is on the page
sees the bright blue and says “this is blue” because our eyes interpret the entire image together, and not one el-
therefore the less saturated blob on its sur- ement at a time. Because of this, the dark night sky only has to be
face must be something else. darker than the rest of the colors in the image. This blue for example
This is far from the only example of how is smack bang in the middle of the color wheel, and not down in the
your brain incorrectly interprets color. What no man zone of the bottom third like we might assume. Furthermore,
this means is that you can’t rely on picking if you select the color for the ground you will also find it’s in the same
local color for your painting. You must take neighborhood - around the center of the picker.
into account all the colors in your scheme While the darker image
because they change the perception of uses more logical local
each color. colors, the result is that it
If you’re coloring something with multi- looks less alive and less vi-
ple scenes and locations, such as a comic sually interesting.
book, you might be tempted to color pick It’s important to note that
your colors from previous pages that you’ve making your colors too
completed. Joe what’s-his-face has brown dark is definitely not the
hair. So you continue to pick the same only way to end up with
brown for page after page. There is nothing muddy colors. Rather, it is
wrong with that, as long as it makes sense. the result of a lack of vari-
If the colors around Joe’s luscious locks ation in your hues. Muddy
have changed dramatically, that won’t colors can in fact be made
technically change the color of his hair, but with very bright values. The
it will change the viewer’s perception of point here is to leave your-
that color. And it’s your job to compensate self plenty of room across
with your colors for that shift in perspective. the spectrum of perceivable
color value so as to have
variance in your image.
BALANCE IN
28
LESSON 11 29
COMPOSITIONS
visual weight. Or, in other words, they’re more
distracting. Which one feels like it’s heavier?
Often, people ask what a good composition really means. If you think
about what an artwork is, it’s an arrangement of visual elements. And
each of those elements have a visual weight. Like in reality, some will
be heavier and some will be lighter.
With that in mind, there is a commonality with all of the best compo-
sitions throughout history: balance.
RENDERWAVE COLORPEDIA
COLOR THEORY
it’s of a higher contrast relative to
We could put an equal amount blue. However, if we were to do the following
the background, thus catching more
Let’s imagine every of weight on the other side using the same exact circles:
attention.
canvas to be a to balance the scale. It would
balancing scale. be a bit boring to simply take
the same weight and place it
there, so we should put smaller
Think of stop signs as you’re driving. They were designed specifically
weights which add up to
equalize it instead. to hold massive visual weight to save drivers’ lives. They are meant
to catch your attention no matter what the conditions. Of course, as
artists, we’re looking to be more nuanced than creating stop signs on
a canvas.
3 4 Every single element you place in a composition will bear a weight de-
pending on its surroundings. It could be as simple as geometric shapes
When we add a weight We could also adjust the sides
or patches of colors, to as complex as a fully rendered human being.
to one side, the scale from the center line, as logically
it would apply less force nearer
The key note is that you must be aware of whether the elements in your
will obviously lean work are spread properly in order to balance them. If weight is put on
to the center than the farther
towards one end. one area, it must be equalized somewhere else.
side.
Lopsided compositions are easily detectable by your audience. They
will just feel wrong. This is because it is a suboptimal way of using the
canvas space. If a composition feels like it could be cropped, chances
Unlike with actual weights, we can’t put are it will require re-balancing.
a number on a visual weight, especially
This is a simplistic view of how balance in art works, but it is funda- Always double check throughout the painting process to see if balanc-
considering everything in art is relative
mentally similar. Achieving balance in a composition is to arrange the ing is necessary. When you are rendering, visual weights can get lighter.
to its context. Your judgment of what’s
visual weights in such a way that they feel visually appealing while heavier or lighter visually will depend on or heavier as more colors and details are added.
optimizing the canvas space, ultimately resulting in the same feeling your arbitrary perceptions.
that a balanced scale would give. Take the above analogy with the scale
and note the following diagram.
PALETTES
30
LESSON 12 31
SEAWOLF FIRE
One of the fastest ways to The digital archive that came with this book should be thought of as a GRANNY SMITH APPLE HAMBURGUER
foundation of tools which you will continue to add to and grow. Having
get better at digital painting a folder of tools such as gradients, brushes, actions and even just art
is to be organized. Part that inspires you, is so incredibly useful for digital artists it’s practically
of this will be amassing mandatory... Actually, we’re just going to go ahead and say that it IS
COLOR THEORY
A color palette is simply a group of colors or hues. Color palettes are
often based on a similar family of colors, or color concepts. Neon,
monochromatic, pastel, desaturated, but that’s only for the sake of
color harmony.
Though there are no rules as to how many colors your palette must YELLOW NICKY DESERT
have, usually a palette will contain a base color, a mid tone, a shadow
tone, and a high-light tone and a fifth color for accents.
As a general rule, most palettes will be comprised of colors of more or
less the same value and saturation. There inevitably is a darkest color
and a lightest color, and in most cases there will be two mid tones CIRCUS 2 LION
which are very similar.
Whether you search for a palette for a particular subject before you
begin to paint, or you paint something first and then take a moment
to create a palette file from colors you pick from it, it just makes sense
to build a color palette library which you can draw from for your work, SAKURA SKIN 2
or simply to get some ideas flowing.
Adobe Color Themes is a fantastic photoshop extension for discovering
new palettes. Whether you actually pull palettes to use or just browse it The first column of colors here are Adobe Color Themes. The second column
to find interesting color combinations you hadn’t considered before, it’s on the right are the colors of particular subjects. Look how close ‘Sunset’ is
worth referring back to it from time to time. You can even see what the to ‘Skin’. Interesting right? Unless we are looking very hard and with a trained
most popular palettes were of that week, month, or of all time. eye, we don’t see the colors of an object individually. We only see a general
interpretation by the brain. But it’s important for you to be able to do the op-
posite and see the individual colors independently from the whole. The same
way a chef can taste a dish and detect subtle notes of coriander or hints of va-
nilla or whatever. It’s essentially the same skill. With time and practice you will
be able to deconstruct an image by separating the hues in your mind’s eye.
METHOD FOR
32
LESSON 13 STEP 3 33
If you’re the scientific type You can even use this technique to pull the colors from your favorite
movies. You simply need a screenshot from any frame in the movie.
who likes be a little more
exact, there’s a super easy
RENDERWAVE COLORPEDIA
COLOR THEORY
dominant colors from a STEP 1
piece of art. Open up any image you
like in Photoshop. With
the image layer select-
ed select file >export
Select save for Web
STEP 5
You will now see a
(legacy)
boatload of swatches.
256 to be exact. That’s
probably more then
you want. At the top
right of the window
select a lower amount.
5-10 should give you a
good selection.
STEP 2
This will open up a
rather intimidating
window like this.
STEP 6
In the color palette
menu save color table
to a destination you
will remember. Import
from your swatches
menu to use.
RENDERING
34
Rendering is without a Rendering is without a doubt the most difficult and important process Just as we compared learning to distinguish all the various colors in
of painting and coloring. Luckily there are ways of approaching render- an image to the way a chef can discern all the flavors of a dish, you
doubt the most difficult ing which can demystify and simplify the process. must learn to also see your artwork as a combination of the shapes
and important process of The most helpful way to think about rendering is to think of it as paint-
that make up its form.
painting and coloring. ing with light and shadow. With no light there is no image. And whenev-
er there is light and a 3D object there will always be a shadow. Painting
in light and shadow is the only tool for creating a sense of depth and a
3D dimensional look with your artwork.
The method for solid rendering is to breakdown whatever it is you’re
painting into its constituents shapes. For instance, the cityscape below,
while quite complex on the one hand, is on the other only a collection
of simple rectangles. If you know how to paint a rectangle, you know
how to paint a building. Just like you can dodge a wrench, you can
dodge a ball. Different topic, same principle :)
RENDERING
Generally speaking, any shape or volume has:
HIGHLIGHT: The closest point to the light source. It has low saturation
and little texture.
MID-TONE: This is where everything happens in terms of color and
texture.
SHADOW: Farthest from the light, but high in saturation. Again, there’s
little texture.
BOUNCE LIGHT: Any shadow will have another light shining onto it, be
it from another light source or “bouncing” off another surface like the
table we imagine this sphere is sitting on. Therefore the deep shadows
are ever-so-slightly brighter than the terminator (see below).
CAST SHADOW: Lays on a separate surface to your object which is di-
rectly blocking the light. Your cast shadow is affected by many factors
such as the material on which it sits and the brightness and angle of
your light.
The way light plays across shapes is almost always the same. If you
learn this formula you can apply it to a watermelon in the same way
you would to a marble or a moon, or a deathstar (if in fact it’s not really a
moon but an elaborate trap laid by the empire).
Some factors do change this, such as extreme lighting conditions
like incredibly bright, top down light, or the material of the object.
38 39
But these are exceptions and we will cover them in later chapters.
Learning how to render basic shapes in a variety of lighting conditions
is the key to learning how to paint like a champ.
When beginning to render an object, the first step is to understand
what the main shapes are.
For example, a head is spherical, houses are boxes, horses are a bunch
of cylinders and boxes. Occasionally you have to squint to find the gen-
eral shape of the object. When dealing with more complex shapes it can
sometimes be tricky to decide whether it’s a box or a sphere. You can
find that out by observing how quickly the lit and shadowed side tran-
sition into each other - the quicker they do, they more boxy the shape.
Notice how the light on the cube shifts dramatically at its edges. This
very pronounced shift from a lit surface to a shaded surface is referred
to as “the terminator”. It’s the main way our brains decode a shape to
tell us it has edges. On the other hand, the light and shadows blend
gradually across the sphere giving us the impression that it’s curved.
This is a crucial concept to understand. Recreating this principle in your
art is essential to making your shapes look three dimensional.
COMPLEX SHAPES For instance, the female character below is not made up of circles and
triangles, but spheres and pyramids. Imagine the shapes sitting inside
each other like a hologram. Always render the three dimensional ver-
sion of your constituent shapes.
TIP 1
Use more than one light source. Even
outside, your first light is the sun, but the
second is the sky. The more nuanced your
lighting set up is, the more dynamic your
art will be.
SHADOW TYPES
AMBIENT OCCLUSION: Two objects so close to each other they block
TIP 2 light from coming in. The steeper the angle of the two adjoining planes
RENDERWAVE COLORPEDIA
Don’t forget about light coming off the darker the shadow will be.
neighboring surfaces. It makes things
RENDERING
bounce their own color around them and CAST SHADOWS: Have the same shape as the object that casts them,
sends light into shadows. then distorts according to the geometry of the object they fall on. This
is where a reference comes in handy. The more distorted, the more
leeway you have. But for familiar shapes, like a hand’s shadow on a
face, people can easily spot if you take shortcuts.
Find your largest shape. Determine your main light direction. Render
out your largest shape first, creating highlights and core shadows. Ren-
der out the smaller shapes into the larger ones in passes from largest to
smallest. Maintaining this discipline guarantees that you don’t end up
with only one side having certain details. If new shapes are completely in
shadow, light them accordingly. Remember to incorporate your second-
ary light source, like the sky, even into your core shadows.
It is a very valuable exercise to practice rendering basic shapes, and
you should be doing it or have already done a boatload of it at some
TIP 3 point in your art quest. If you sat down and rendered one basic shape
a day, in varying light conditions, you have our word, your rendering
The “terminator” is where the lit side
skills would hit a whole new gear.
turns into shadow. It looks great with
more saturated colors as “hot lights” or
“hot shadows”. The stronger the light
source, the more convincing the effect.
MOVEMENT
42
LESSON 15 43
OF THE BRUSH
While styles may vary in
application, the importance The general idea is to move your brushstrokes along the form of what
you’re drawing. A good way to think about this is to imagine yourself
of how you move the brush moving your hand along the surface.
can make a big difference.
By doing this, you are adding a sense of touch to your piece and ac-
centuating the three dimensionality in your work. Your audience will
subconsciously feel the forms you are depicting as they follow along
the textures created by your strokes.
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Let’s demonstrate this, shall we? Let’s say we are painting a cylinder in
skin tone. Which one feels more correct here?
Despite the fact both cylinders are using the exact same colors, Cyl-
inder A feels more correct than Cylinder B because of the direction of
the brushstrokes. Cylinder B causes cognitive dissonance: we want to
believe it’s a cylinder but the textures and brushstrokes on the shape
are contradicting that. This is a demonstration of just how powerful
brushstrokes can be in interpreting form.
This, of course, varies largely depending on whether your style leaves
brushstroke patterns or not. If nothing else, it is a good habit to move
along the form as it will ensure that you understand the volumetric prop-
erties of any object that you are painting.
Exceptions, as with everything else in
art, can exist. Barring style decisions,
brushstrokes may contradict form to
depict motion or accentuate a sense
of light. Try testing out new options for
your own work!
pending on what you need, as the feelings they create are entirely differ-
ent despite being the same subject matter. This is the power of gesture.
IN COMPOSITIONS
Everything in the world Gesture is often associated with anatomy, denoting the action and
expression of any particular living being. What if I told you everything
has a gesture... An artist in the observable world has one as well?
can capture the essence of Everything in the world has a gesture. It might not be a dynamic one,
anything in the observable but nonetheless an artist can capture essence in anything in the ob-
world. servable world. This is also known as movement.
Movement, as you would imagine, attracts our eyes. We like to follow
where the action leads us. With the knowledge that everyone has ges-
RENDERWAVE COLORPEDIA
ture, it means that anything we choose to draw and paint will be rele- When we combine visual elements together we can begin to create a
vant in leading the audience to where we want them to go. grander movement in a full composition.
RENDERING
Let’s use an example. Look at the following lines. Which one feels more This is independent of rendering, by the way. Gesture can be captured
whimsical? with any style you choose to execute. When gestures of different ele-
ments combine, they create a dance of movements which bring the
audience along the entire canvas, resting at pivotal points of interest
(focal points).
This is why it is vital to retain your gestural movements in a composi-
tion as you render. When you render values and colors may change the
perception of the gestures, which can then change how the audience
interprets the piece. Let’s say I take the previous tree and add more to it.
Even with more details, we still feel the sense of the movement of the
original. When you render details, ensure that they’re complementing
the movement of what made it work in a composition.
EDGES
effect. Try different brushes to
see what works for you!
No matter what style you’re We, as artists, are looking to create an interpretation of what we know.
This is why artists may sometimes work their entire lives to master the
looking to portray in your ability to create the illusion of a believable world.
The other way to soften edges is through contrast. This is sometimes
known as implied edges. The lower the contrast between two shapes,
art, it will stem from your If we think about human vision, our eyes naturally sharpen anything the softer it’s perceived to the viewers.
scope of reality. we focus on and soften anything we don’t. It’s so embedded into our
psyche that we don’t even notice it. We just accept it as our reality.
As artists, however, we have to be conscious of this phenomenon in
vision, and, in many cases, be conscious of the need to replicate this
artificially. After all, artwork (barring a few exceptions) is equivalent
RENDERWAVE COLORPEDIA
to an experience into an alternate reality, and that all starts with the
physical ability to see through our eyes as humans.
RENDERING
With that in mind, one of the most underrated tools in creating a sense
of reality is the art of controlling edges. Edges are the borders between
different elements in an artwork, where they meet directly or transi-
tion. Unlike the definition of edges in mathematics, edges in art may Implied Hard Edge Implied Soft Edge
or may not be hard lines. In the context of art they can be soft. In fact,
soft edges are extremely useful to us in establishing the importance of
creating a sense of reality. As stated before, it’s vitally important for artists to control where edges are
hard and soft in their art. A piece which has equally hard edges through-
Naturally, harder edges will catch more attention than softer edges be- out a piece can look artificial. In reality, it is impossible to focus everything
cause it’s how we’re conditioned to see. There are two possible ways to equally. Let’s hypothetically make a composition with basic shapes.
create a perception of softer edges. One of them is to create them phys-
ically, where there are clear pixel-by-pixel transition between shapes.
It is vital to study master paintings to observe how they lead the audience
to where they want you to focus. While people are more likely to study
values, color, and other prominent aspects of art, edge control is what
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turns a good painting into a magnificent one. You’ll most likely find some
RENDERING
of the best painters, especially of the realist style, have immaculate con-
trol over edges in their pieces. Studying where and why they soften and
harden edges is key to bringing your art to the next level.
In many cases, stylistic However, this is fundamental knowledge every artist should be aware of.
RENDERING
pothetical pitch dark object which absorbs all light (low reflectivity).
Materials can range widely in
reflectivity, from mirror-like to This is also heavily affected by the light source itself, as an object can
diffused qualities. only reflect as much light as its given.
TRANSPARENCY
Objects are rarely perfectly opaque. A material may not only reflect and
absorb light but it may also let some light directly through. This can
cause the light to reflect off the inside of an object, giving you a hint of
it. This will come into play especially with skin, as the redness of skin
is caused by light bouncing off the interiors of the body. This is known
as subsurface scattering.
Gradient maps are one of Gradient maps are one of those tools that it’s almost negligent not to
learn. For many artists, it’s just a matter-of -fact step in their workflow.
the most powerful tools at Gradient maps are a colored adjustment layer which pulls the values
the digital artist’s disposal. from whatever layer is underneath it and colorizes it to the parameters
of the map.
STEP 4
Double-click the
Which is yet is another reason why rendering your work first in gray-
gradient in the Gradient
scale can be so beneficial. You can use one gradient map over a gray-
Map ‘Properties’ panel.
scale painting or dozens of gradient maps attached to all the different
This will pop open
elements on your page. The ways in which they can be used are end-
a new window, the
less. This should behove you to at least explore this tool and how you
‘Gradient Editor’.
may be able to improve your own work and workflow with it.
STEP 1
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RENDERING
scale image of a simple
sphere. The darkest shadow of the image will
always be on the left. The brightest
highlight of the image will always be
on the right.
STEP 6
STEP 2 Select the markers
Use your tool of choice, at the bottom of the
such as the Magic gradient, and pick a
Wand, Quick Selection range of colors to use.
or Lasso Tool to make
a selection only of the
sphere or object you
are painting.
Like many of the lessons in this book, this one is only meant to act as
54
STEP 7 an introduction to a technique you may not be aware of. In fact, this
55
You can add more is a rather complicated tool, but most high level digital artists would
markers in your gradi- tell you that you don’t actually need to understand a lot of the science
ent and pick colors that behind the tools you use in Photoshop or other software like Painter
fit in between the shad- etc. It’s enough to know how to use it for your particular purpose.
ows and highlights.
It would serve you to at least play around with gradient maps to see if you
enjoy working with them. Start off with the stock gradient maps in Pho-
toshop and if you’re enjoying working with them start creating your own.
STEP 8
This step takes a little
bit of practice and
playing around. There
is no one solution to
this. Slowly move your
markers to the left and
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RENDERING
it adjusts the gradient
color spread.
STEP 9 Don’t forget that gradient maps can also be used for certain selections.
You can use as many gradient maps for as many elements on your page
Touch up on a new as you want. Simply break your image down with color separations to
layer until you are easily select and apply a gradient map to your various elements.
satisfied.
PAINTING
56
LESSON 20 57
TRAP OF OVERWORKING AND OVER Set your sketch to an overlay layer and create a new
layer underneath it. On the new layer continue to block
Sometimes as digital
painters it’s easy to forget
This technique is for painting backgrounds quickly. Sometimes as dig-
ital painters it’s easy to forget about the physicality of painting. Es- PROCESSING IMAGES. in some shapes in grayscale. Because the layer above
is an overlay layer, it will pull this layer’s values into it.
Switching back to your overlay layer, spread the colors
pecially when you’re working off of a very small tablet or screen. The
about the physicality of problem with this is it can often lead to your work looking stiff or flat. already present with high opacity brushes. Get into the
Conversely, because digital artists have access to a huge array of tools habit of using the eye dropper tool to quickly select values over over-
painting. lapping color as you continue to mold your shapes. The mixer brush set
traditional painters do not, one can also fall into the trap of overwork-
ing and over processing images. to ‘Dry, Heavy Load ‘or ‘Very Wet, Heavy Mix’ is also great for this stage.
and style.
RENDERING
Start by sketching in some very rough shapes. Work as fast as you can
as you slap down some basic shapes and colors. It’s okay if this looks
like it was painted by a four year old in an earthquake. That’s actually
what you’re going for. The important thing is that you get a general idea
of your composition here.
Once you’re happy with the general composition start locking in the
shapes by painting in more solid color. But be careful not to forget the
point of this technique. Don’t overwork it. Continue to use the mixer
brush to merge the colors together. As you work quickly from a sense
of feeling, it’s useful to use many different layers, merging them down
only when you’re happy with them. This way if you go on a tangent
with your shadows for instance, you’re not damaging the work you’ve
already done. It’s as simple as deleting that specific layer and starting
that step again.
58 59
Don’t get up from the piece until you’re done. Often when you leave
something uncompleted it can be hard to get back into the zone of
what you were doing. By forcing yourself to pull the piece together in
a single sitting you’re not going to have enough time to over work it,
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giving the piece a kinetic feeling.
Continue switching between different brushes and settings, but stick to
the same 5 or 6 so that you’re not losing momentum scrolling through
your brushes looking for the ‘perfect’ brush.
If you have smaller elements, like the figures in this piece, it’s often
helpful to paint those elements large and shrink them down so they
carry more detail. Shrinking elements down always looks good while
up-sizing rarely does.
Take the piece as far as you can before you begin playing too much with
layers and filters. Only as the final step should you start tinkering that
way. The ‘Adjustments > Variations’ menu is a good place to look first.
Try the ‘Unsharp Mask’ to bring out crisper detail, especially on focal
points. ‘Find Edges’, ‘Glowing Edges’ and ‘Ink Outlines’ can all be useful
filters on low opacity. Always copy the entire image to a new layer first
in case you don’t like the results.
For a cinematic feel try darkening the corners with a gradient tool and
add ‘Noise Filter’ to stimulate film grain.
This example is a fiery canyon, possibly inside a volcano, and is obvious-
ly a very energetic environment. But painting fast and loose like this can
help bring a sense of energy and life even to a much more serene setting.
EMULATING
60
LESSON 21 61
HUMAN FOCUS
Why do cameras which A big part of this is how focus works. Cameras, especially used by ama-
teurs, would have focus all over the place. Our eyes, however, automat-
seemingly take a shot of ically sharpen to where we foc our attention. Everywhere else becomes
reality sometimes feel off- progressively unfocused.
putting compared to the An artwork is a gateway to another reality, and we experience art
human eye? through our eyes, obviously. This means it is vital to control your edg-
es to ensure that they can replicate human focus to some degree, no
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matter what style you’re going with. Art with focused elements every-
where is more akin to a camera. But we don’t want the piece to be too
RENDERWAVE COLORPEDIA
unfocused either, as if we’re not wearing glasses.
The happy medium, of course, is to sharpen the edges on your focal
points and blur out everything else. There is a very easy way to do this.
Generally what happens is that an image can be a bit too sharp when
digitally painting, so we put some softer focus in the piece.
First, duplicate your entire art-
work to a separate layer by click-
ing on the ‘Layer’ menu and go-
ing to ‘Duplicate Layer’.
Then go to the ‘Filter’ menu, and
select ‘Gaussian Blur’ under the
‘Blur’ sub-menu.
The layer will now be blurred.
Now all you have to do is erase
parts of the blurry layer which will
be in focus, as the erased parts
will show the original artwork
beneath. You can also use layer
masks to do this step.
And voila! Preferably you should paint with focus in mind but this is a
very quick way to fix it if it needs adjustment. Not every style looks good
with blur, however, so be very wary about when and where to use it.
DRAWN TO CURVES
62
LESSON 22 LESSON 23 63
RENDERING
cinematic lighting, a type of lighting very often used in concept art.
As with everything, there are exceptions to this case. It is, however, a
very easy way to create a sense of distance. Use it to your advantage!
Plan around it!
If you move the diagonal line where 1 is, you’ll adjust the dark values
to be brighter or darker. If you move from 2, you’ll adjust the midtones.
On 3, you’ll adjust the light values. Of course, you can adjust everything
in-between those as well.
The great thing about the ‘Curves’ tool is its ability not only to adjust
the individual values, but hues in the piece as well. In an RGB image,
you can adjust the strength of reds, greens and blues individually. The
scroll-down menu above the main graph allows you to pick the color
you want to accentuate or de-emphasize.
For an example, I’ll adjust the reds.
If you move the line on 1, it will adjust the redness of the dark values.
On 2, it will adjust the redness of midtones. On 3 the light values will
be adjusted. You get the point.
While the tool won’t make or break a painting, it allows artists to make
subtle color changes no matter what part of the process they’re in.
THRESHOLD
When you select it the adjustment slider appears. What
64
LESSON 24 ‘Threshold’ does is simple: it simplifies your entire composi-
65
tion into either black or white. Any value closer to white will
be simplified to white, and any value closer to black will be
simplified to black. This can be adjusted with the slider.
ADJUSTMENT TEST
Here’s a neat little trick As you are rendering, or when you believe your piece is finished, merge
your layers in a separate layer. From the ‘Image’ menu, go to ‘Adjust-
if you’re working on ments’ and click on ‘Threshold’.
Photoshop (or any other This adjustment is particularly useful to double check if your
software with this setting). value arrangement works from a basic silhouette standpoint.
If the composition begins to feel too ambiguous in ‘Threshold’
chances are you’ll have to change a few things to make it read
clearly. Try it for yourself!
RENDERING
COMIC BOOK
66 67
COLORING
PREPARING YOUR PAGES 68
FLATTING 71
PLANES 73
CREATING YOUR OWN PALETTES 74
USING REFERENCE BOOKS 75
COLOR PSYCHOLOGY 76
USING CONTRAST AS A STORY TELLING DEVICE 78
COLOR COMPOSITIONS 79
COLORING A PAGE TUTORIAL 80
COVERS 84
PAGE TEXTURE 90
USING ORGANIC TEXTURE 92
PAGE NOISE 94
CHECKING YOUR WORK IN GRAYSCALE 96
PREPARING YOUR PAGES
It’s not really necessary to understand exactly how this tool works. For
68
LESSON 25 our purposes here simply drag the first slider to the right a twinkle, and
69
hey presto! Those anemic looking pencil lines will now look inked. It’s
pretty obvious when you’ve overdone this so just use your judgment
as to how dark you should take the line art.
There is an even easier way to beef up your line art which is especially
useful if you’re using software like Fresco or Procreate where the ‘Levels
Adjustment’ isn’t available. Simply duplicate your line art layer. You can
do this as many times as needed. Once you’ve duplicated your line art
Comic book coloring is a Never have so many tools been available to the colorist and never has
the independent comic scene been more vibrant and full of talented enough that the lines are as dark and distinct as you’d like them to be,
unique and special artform artists choosing to learn this craft. merge your duplicated line art layers together. Easy-peazy.
that is flourishing under the While the comic book colorist isn’t an illustrator or painter per say, the
continued advancement of methods he or she uses for rendering objects and characters, creat- Before
digital painting software like ing depth, points of interests and story telling information are still the
same. If you’re not interested in comic book coloring, the information
Photoshop, Corel Painter, and techniques in this section should still not be ignored. These are
Fresco and Procreate. just some of the methods and workflow especially suited to the process
of coloring comics, but are in fact applicable to all sorts of digital art.
and then passed to an ‘inker’ before ever getting to the colorist. The inker
Single layer
The first method for doing
this is to use the ‘Levels
Adjustments’. On the top toolbar
in Photoshop select Image >
Adjustments>Levels.
Double layer
FLATTING
70
LESSON 26 STEP 1 71
STEP 5
For the final step have a cookie or play a game of Mario
Kart. The hard work is done. Flatting can be a tedious
process as it doesn’t require you to flex any creative
muscles. In fact, most professional comic book colorists
hire out all their flatting so they don’t have to deal with it.
However, you should at least get familiar with the process.
Also it gives you a lot of time to start thinking about your
color compositions and rendering approaches. You will
become very aware of your planes, your materials, and will
probably even have an idea of where your light source will
be coming from by the time you’re done flatting the page. 4
PLANES
72
LESSON 27 73
The best way to think about Once your page has been flattened it’s time to start blocking in the
actual colors you will use. Using the ‘Magic Wand’ on your color sep-
planes is like stacks of arations, select and color elements with the ‘Paint Bucket’ according
paper layered on top of one to their planes. Break down your image with as few general planes as
another, from the farthest to possible. Don’t stress too much about finding the exact colors you’re
going to end up using. What you should be focusing on right now is
the closest. finding the right balance of value and contrast. Very important: never
alter your flats layer. Leave it locked and invisible and only use it to
‘Magic Wand’ the various elements in order to select them quickly.
As soon as you start flatting your page you should be trying to under-
stand where the planes are. Sometimes that’s hard, but as you begin
this process it will become a lot clearer.
Cut out and paint one plane in a relatively
light saturated color. Cut out your second
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RENDERWAVE COLORPEDIA
plane and color it with a dark desaturated col-
or. For your characters and your mid-ground
use a value at the general middle of your first
two planes. This gives all your elements a
clear distinction and helps draw attention to
the mid-tone because they will be high con-
trast with the rest of the elements. Do this as
many times as needed, remaining mindful of
what the focus is on the page. Leave plenty of
room with your colors to give those elements
the most contrast.
As you begin to cut out smaller shapes try to
keep your planes intact. Meaning, try to make
any elements that interrupt or break the visual
continuity of your planes a color that’s very
close to the plane it’s in. Or, create an entirely
new plane with a new color, as the artist did
here for the two smaller figures on either side
of the characters in the foreground.
During this process your colors might change
dramatically and that’s fine. But try to main-
tain your planes regardless of where the colors
end up. This will create a great foundation for
you to start rendering your page.
CREATING YOUR USING
74
LESSON 28 LESSON 29 75
means pulling a palette directly from a book. All you need is a digital
MAESTROS MONSTRESS
we covered: the use of cold colors to direct the eye away from what’s
important, and warm colors to draw the eye towards them.
But what else do you notice? The gorgon at the bottom of the page has
almost no contrast on her anywhere, while the angry demi-god above
her has much more. You can see the difference in color where the rim
of light hits her arms and hood. There is contrast in the gold of her belt
and her dress. Clearly she is the most interesting element on the page
because of this.
Even though the nice snake lady is colored in cool colors to take focus
away from her, there is still plenty of room in those cooler color-tones
to paint in contrast, if the colorist wanted to. The reason there is no
contrast is exactly the same reason why she’s painted with cool/nega-
tive colors. To direct the viewer’s attention past her. Just as your eyes
are naturally drawn to the most saturated elements in an image, so too
are they drawn to the elements with the most contrast. This applies to
contrast within the image as well as the contrast of the entire subject
compared to the rest of the page.
Imagine it was the other way around. The character at the bottom of
the page was colored with high contrast and the one above had none.
Your mind would naturally think she was the important focus, which
clearly wouldn’t match the action.
Remember, colors are relative right? So too is contrast. And the reason
we used an example of contrasts working in tandem here is because
they often are, and should be used together.
COLOR CREATING PAGE
78
LESSON 31 LESSON 32 79
Creativity, sunny,
happiness, energy.
80
CREATING DEPTH 81
WITH COLOR
STEP 1
The first thing to do is to check
the black and white values,
which should be as close as
possible to 100%. This can be
done by adjusting the image.
levels.
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STEP 4
The main character of the page is set
against the light. Fire is illuminating
almost the whole page (warm color)
but generates a shadow (cool color). To
combine both tones we use ‘Bouncing
Light’, which, besides integrating
both tones, highlights the close-up by
generating two light bounces onto the
object.
RENDERWAVE COLORPEDIA
layer “page texture” and make sure it’s above your color layers.
With texture
layer.
USING ORGANIC
92
LESSON 35 93
TEXTURES
There are countless ways to Yes it is possible to paint all your textures by hand. But in the words of
a modern day poet: ain’t nobody got time for dat.
import organic textures into
The idea is very similar to the page texture technique from the last
your pages to add detail chapter, except we’re going to mask our textures to specific elements
and character that would and not to entire panels or pages.
take about a gazillion times As you can see, there’s a lot of marble in this image, and it would take a
longer if done by hand. lot of time and effort to paint that texture into it. Because this is from a
fantasy book, the artists also wanted to make it seem like the character
RENDERWAVE COLORPEDIA
Either from your flats or color separation layers, use the ‘Magic Wand’
to select the element you would like to mask. Make sure that “contig-
uous” is un-checked.
Next select the texture that you would like to map to that element on your
Select the texture you would like to map to that
element on your page and then hit the ‘layer mask’ page and then hit the ‘Layer Mask’ button at the bottom of your toolbar.
button at the bottom of your toolbar.
Hey presto. Your texture is now locked to only those elements on the
page in the form of layer masks.
At this point you may want to change the blending mode of those lay-
ers if the imported texture has changed your colors in ways you don’t
want. ‘Soft Light’ and ‘Overlay’ are the first two you should probably
Your texture is now locked to only those elements
try. If the colors still are
on the page in the form of layer masks. not what you intended,
select ‘ctrl+U’ to open
‘LAYER MASK’ IS A SAFE, Hue/Saturation settings
and desaturate your im-
EDITING TECHNIQUE.
desaturate your imported texture. You may also try
the opacity of the layer
turning down the opacity of the ‘layer mask’. mask.
PAGE NOISE
94
LESSON 36 CHECKING Practicing in grayscale really, really, really, really is a good exercise.
And you should definitely do a lot of it. We’re stressing that because
YOUR WORK we’re about to show you a hack that will give you one of the benefits
of painting in grayscale without actually doing it.
IN GRAYSCALE This is an excellent tool for checking your color composition. It will
immediately become obvious what is and isn’t working on the page. In
this image, for example, there’s a lot going on. It was important that the
page wasn’t confusing and that the focal point, the aerial performer at
the top of the page, really popped out from the background. To make
Adding a layer with a noise You can include this step into your work flow at any point, though it
makes the most sense to either add it after you’re done your flats or as sure the composition was working, a grayscale layer was created to
filter can be another great a final touch after you’ve rendered. help see whether or not there were any weird imbalances in the page,
way of adding consistent The first thing you need to do is create a new layer above everything
and to make sure that the elements were all clearly defined.
texture to your pages. This is else. Set your ‘Paint Bucket’ tool to a very low opacity. 2-6% is probably
a very simple technique but sufficient. Choose a color that will not dramatically change the look of
your page, unless of course that’s what you’re going for. Type ‘ctrl+A’ to
surprisingly not a very well select all and fill your new layer with the color. The reason you’re doing STEP 1
known one. this is because the noise filter needs visual information to work with. Create a new layer in
With your new layer selected at the top toolbar select Filter > Noise > your project and set
it to color and name
Add Noise. This will bring up the noise filter slider. Generally speaking
it ‘Grayscale’. Place it
somewhere around the middle works best but play around with it. You
above all your layers.
can adjust the slider and see in real time how it affects your page before
making the decision.
RENDERWAVE COLORPEDIA
Presto. You have a grayscale painting. Lock and hide this layer and refer
back to it as needed. It’s not a bad idea to get into the habit of always
adding this layer to your working files. It takes only a couple seconds
to do and it’s very helpful to have at hand.
PALETTES
Creating character palettes Creating character palettes is simple and fun. If you’re working on an IP
that is ongoing, and especially if there will be multiple artists/colorist
is especially useful for an working on it, it’s almost an essential practice. Your art team will thank
ongoing series. you for it.
It can also be rewarding to create a folder of all your characters and
their respective colors. After a few years of building your character li-
brary you should have an impressive collection which also makes for
great content if you’re into sharing your work on social media.
RENDERWAVE COLORPEDIA
ARTIST’S
TUTORIALS BROOKS KIM 101
ADRIAN KENDAL 108
BEN TANG 115
DAVID NEWTON 119
ZARIN BAKSH 125
ALEX CHOW 131
WAVELOOP 141
NOOBOVICH 147
TOMAS DUCHEK 157
INT DOLUPTA BROOKS KIM
100
LESSON 10 101
autati aci ut derae volupta desequas eiusam verciis eos doluptis restisci “To create the magical energy
alique pro is doluptas ex et ad que cus atis ad que nem quis dolorporae Wednesday to feel slightly out of
non parum hit modis dolum quos dolore ea velitati corectio. Iquo occab focus in order to create some con-
trast between the character and
RENDER
iusam es aut et ut ad essi dolum ipidunt qui te dolut eosaest veliqui qui
nihiliquiat pos magnimusam facerib ustestetum re eos aut eum the background.”
“Finally, I used the light from the
background to create some back-
light on the character and added
highlights. I also used a color
dodge layer on a duplicate selec-
tion of the leaves and skin to add
a bit more of a warmish glow.”
102
GIRL WITH HELMET 103
TUTORIAL
helmet. I start off by roughing in a I like to use a hard textured brush with a brush with medium firmness.
silhouette and using only two values to keep the textures chunky. I resist I always create a grayscale layer to
to separate the girl and the helmet. the urge to refine any details. I also check my composition.
lay in my highlight colors on the
same layer because when I begin to
blend them in with a mixer brush
they retain some of the chunky
details from my first pass.
HELMET
GIRL
STEP 4 STEP 5
I usually add a levels layer here to I deliberately saved some of the highlights for
push the values around. I’m mostly last knowing they were going to be hard edged
just experimenting at this point to and not blended with the other highlights such
see if I can find an interesting effect. as the shiny spots on her skin. I also added
In the case of this painting, I felt decorative touches to make the piece more
like I already had a good warm/cool interesting. In this case, the stickers on her
balance and so it only required a helmet.
very slight tweak.
104
SKIN TONE TUTORIAL 105
TUTORIALS
sunken features such as eye sockets. Also in-
COLORPEDIA
COLORPEDIA
clude your warm blush colors for sub-surface
scattering.
ROCKET DIGITAL
ARTIST’S
RENDERWAVE
RENDERWAVE
FEATURED
RENDER
a general composition. I also like brush, usually with a bit of scatter and color balance. At this point I’m still
to make the lines stronger for the and texture to it. It’s important using a hard chunky brush and avoid
focus on the painting, and weaker to not make clean or sharp edges smoothing anything at all. Once I’m
for everything else. This way I because I want the colors to blend happy I have strong shapes and color
already have a sense of contrast. together later when I begin refining. balance I will add in some backlight
and bring a bit of the background
colors into the foreground for harmony.
STEP 5
I place extra intention on making
sure that the center of the painting
is more refined than its surrounding
area to prevent the viewer’s eye from
wandering away from the subject.
STEP 6
Center of picture.
Refined, smoother.
STEP 4 STEP 4B
I then will start smoothing and
To maintain the look of a traditional
mixing my colors in order to refine
the details, such as facial expression
painting through the refining process
I use brushes with varied textures
STEP 7
and the hard edge contours of the
as well as dynamic color properties Background, more
subject.
turned up on my mixing brushes. rough, unfocused.
ADRIAN KENDAL
108 109
RENDERWAVE COLORPEDIA
prefer a virtual relationship over a human one, and as
they only live for about 2 years.
such, some have come to worship an idol in the same
Whether that’s fortunate or un-
vein of more classical fertility idols.”
fortunate remains to be seen.”
Lighting was an important factor for this painting, as
“It can be difficult for me to de-
well as the color contrast between the Coke logo, the
termine why I made a piece of
dingy and gray statue, and the shiny new offerings
art and what I was actually going
left to her. The “No Love” graffiti was definitely pulled
for because I tend to just work
straight from Death Grips.”
from something like a stream of
consciousness. But, if I had to
armchair psychoanalyze myself,
I’d say I was looking to convey
something between a comfort-
able welcome and total unease.
The figure lies in a space between
“I am a visitor to this benign crea-
ture” and “I have come home to
disaster.””
“Since this was made a few years
ago, I don’t remember much of
the process of making it. I can
tell you, however, that I was still
playing with using a softer brush
than I do now. I remember try-
ing to choose colors that mimic
the feel of the ocean, which also
helps to highlight the strong pink
of the dweller.”
110
THE BOXMIN, AN ECCENTRIC 111
DOCTOR / NECROMANCER
what I wanted besides “surprised”. the character three dimensionally point I’m already planning out the
So having a reference of someone and the basic form which I will
lighting in my head.
expressing a surprised gesture really eventually stick with.
helped.
flow. I like to keep a little reference cleaner, more detailed one on top. bindary (pixelated) brush. But a
picture on my top layer so I don’t regular hard round brush also works.
have to keep looking to a different
screen or window to see it.
autati aci ut derae volupta desequas eiusam verciis eos doluptis restisci
alique pro is doluptas ex et ad que cus atis ad que nem quis dolorporae
non parum hit modis dolum quos dolore ea velitati corectio. Iquo occab
RENDER
iusam es aut et ut ad essi dolum ipidunt qui te dolut eosaest veliqui qui
nihiliquiat pos magnimusam facerib ustestetum re eos aut eum
116 117
STEP 4 STEP 5
Next I paint over the top of the I flip the image horizontally to see
sketch to remove the lines, while if it reveals any problems I need to
adding more levels of shading. This correct. I always use this step as I find
is the step where I really try to think that it helps me see any imbalances I
like a sculptor and use shading to may have become blind to. To do this
carve out shapes. select Image>Image Rotation> Flip STEP 6
Image Horizontally.
I flip the image back to the original and add
If I have to, I use Photoshop’s on the smaller details such as eyelashes, hair
‘Liquify’ tool to sculpt it more into strands, and accessories.
what I had imagined.
INT DOLUPTA DAVID NEWTON
118
LESSON 10 119
Cum escilla cuptatio Pieniendus. Omnimi, quidestrum exerchi llaccae consere voluptatur se SUMMONING
seque dolupta tentem fuga. Ecuptatus. “This piece originated from a
quodipsa volores int quia dream I’d had about babysitting
Pelecea ritiatem aliae. Ad maxime volorro vidunt mos etus que si ipsunt
voles iduntiu mquias cone quat volo que con excero cuptatem aut odi coruptatquas et, cum sim my friend Nate’s three daughters.
fugiam consed quamustis aperchit quatem ex eat ipitiatet utatium In the dream, I’d lost track of the
reptat. kids briefly while watching TV
and they’d snuck off into the at-
Accus undaectatur maios est fuga. Ut expere que sunt harchic atemque tic to play. A half-hour later or so
COLOR BOOK
autati aci ut derae volupta desequas eiusam verciis eos doluptis restisci when I’d tracked them down, they
offic to volorro te porporibus vellor min prat as quam, quata consedi- had found an old tome and were
gent adi ut apid est preceraerum es saerum ipsam reiumquundae vo- halfway through summoning a
ROCKET DIGITAL
lore essequia dolorae doluptatur aci quatque mo te aciandant que nati translucent demon, complete
rempore mquatiam vene quossimendi consectiant liquiam et essinus
RENDERWAVE
iusam es aut et ut ad essi dolum ipidunt qui te dolut eosaest veliqui qui an awkward circular, centered
nihiliquiat pos magnimusam facerib ustestetum re eos aut eum composition and a few natural
kid poses, it remains one of my
favorite pieces.”
120
JUNKYARD 121
of an idea is in place, I add details until I feel there’s a few use thinner lines (3-4px) for minor texturing and details,
interesting concepts at play. I wanted the other children and thicker lines (5-7px) for outlining whole forms. As
to be engaged with, thinking about, or even ‘infected by’ I work I separate a piece into distinct groups, usually a
the game. I added the Super Mario Bros., which, while foreground, middle-ground and background so I can
imaginary, still cast additional light into the scene as if still move chunks around and fuss with the composition
they were real. further down the pipeline as needed.
autati aci ut derae volupta desequas eiusam verciis eos doluptis restisci luring and attractive but with a
alique pro is doluptas ex et ad que cus atis ad que nem quis dolorporae
non parum hit modis dolum quos dolore ea velitati corectio. Iquo occab
RENDER
iusam es aut et ut ad essi dolum ipidunt qui te dolut eosaest veliqui qui
nihiliquiat pos magnimusam facerib ustestetum re eos aut eum
“The woman in this painting is
beautiful, but simultaneously
monstrous. Her blood-smeared
face and petrifying gaze are
meant to serve as a warning but
also to draw the viewer in. The
palette aids in achieving this
feeling as it is overall very cool
and nearly monotone. The cold
temperature evokes a chilling
feeling and contrasts against the
fiery blood that paints her face
and ground beneath her.”
“A color palette is just one among
many things to consider when
creating a painting. My compo-
sitions tend to be simpler as I
focus on the character, but un-
derstanding how to use colors
to create a mood and tell a story
significantly elevates one’s art.”
126
NUN 127
the final colors by much once I the composition. Because cool colors
of the detail in the coloring and
actually begin painting. I gravitate recede and warm colors come forward
painting process I find it easier to
towards complementary and split- I focus the warmth on the important
work with a more developed sketch.
complementary palettes. details. I also shape the clouds to
funnel towards the figure and the
rays of the eclipse to direct attention
towards the center.
Alex Chow is an illustrator Alex’s professional experience includes creating artwork for entertain-
ment media including board games, card games, graphic novels, books,
and concept artist based video games, film and animation. His main expertise is character il-
in Toronto, Canada. He lustrations, particularly for book covers and promotional artwork. His
provides art lessons and work has been featured numerous times on a variety of outlets including
annual artbook Spectrum Fantastic Art.
tutorials at artofchow.com
His style combines classical painting techniques, namely impressionism,
with contemporary aesthetics, synergizing his influences from Anime,
comics and video games with traditional art theory. While he is most
proficient with digital painting, he is well-versed in a variety of tradition-
al media including oil paint. In addition, he has extensive experience in
teaching art, having lectured at art colleges as well as online courses.
CAPRICORN
“A big part of what defines my work is the energy and momentum
of my painting process. This piece, ‘Capricorn’, is particularly crazy
but sometimes it’s better to keep it loose like this than to be too anal
about rendering.”
“It goes back to something one of my mentors, Bobby Chiu of Imaginism
Studios, taught me, and it’s to have a fast and slow style in your toolbox.
Professional gigs will usually demand both depending on what is re-
quired. ‘Capricorn’ is an example of my fast style, which I tend to bring
out for tight concept art deadlines. ‘Rebelpoint’, the piece in the following
pages, is an example of a slower process.”
132
STEAM MONKEY 133
RENDERWAVE COLORPEDIA
134
REBELPOINT 135
STEP 1 STEP 2
Start with a very bright color meant to be a light source Without changing the value, change the hue to something
or a subject matter being hit by intense light. It’s very complimentary. If done right, this causes the highlight to
important to avoid using pure white, as it would imply create a wiggling effect to create an implied glaring light.
RENDERWAVE COLORPEDIA
0% saturation which means hues won’t be able to be The reason why it works is because it creates a perception
ARTIST TUTORIALS
detected. of white (implied white) without actually using it by having
your eyes mix the colors for you.
This exercise works better on a dark background but it
doesn’t always have to be the case. If you want to be fancier, you can use a triad as well, as
three triad colors neutralize each other to create the
implied white light.
STEP 3 STEP 4
To emulate human perception you can either blur As an added bonus you can add saturated rims to
these colors or add textures like I do. When light is accentuate the feeling of light.
very intense, our eyes begin to have problems seeing
You can check out my piece on the other page to see this
it clearly (squinting). Play around with it to see what
application in a painting.
works for you!
INT DOLUPTA WAVELOOP
140
LESSON 10 141
Cum escilla cuptatio Pieniendus. Omnimi, quidestrum exerchi llaccae consere voluptatur se
seque dolupta tentem fuga. Ecuptatus.
quodipsa volores int quia
Pelecea ritiatem aliae. Ad maxime volorro vidunt mos etus que si ipsunt
voles iduntiu mquias cone quat volo que con excero cuptatem aut odi coruptatquas et, cum sim
fugiam consed quamustis aperchit quatem ex eat ipitiatet utatium
reptat.
Accus undaectatur maios est fuga. Ut expere que sunt harchic atemque
COLOR BOOK
autati aci ut derae volupta desequas eiusam verciis eos doluptis restisci
alique pro is doluptas ex et ad que cus atis ad que nem quis dolorporae
non parum hit modis dolum quos dolore ea velitati corectio. Iquo occab
RENDER
iusam es aut et ut ad essi dolum ipidunt qui te dolut eosaest veliqui qui
nihiliquiat pos magnimusam facerib ustestetum re eos aut eum
142
AMBIENT This is a tutorial on how to create a solid base for your digital paintings. The objective is to
have something that can stand on its own, but also something you can expand further and
STEP 3 143
STEP 1
To set up your file you need a good finished line art on one layer
and a flat map in another layer placed under the line art. By flat
map I mean blocking in all the parts of the character colored with
the respective local colors of your character. The skin, the hair,
the clothes, etc. I usually go for a mid range value and hue for my
base colors. It is important to block your flats with 100% opacity
so you can select specific areas with the ‘Magic Wand’ tool if you
need to be more precise in certain areas. Create a set of layers like
this. It’s all you need, and keeps things organized. The layer on the
top with your line art and the layer with the flats on the bottom.
STEP 4
lights. Set the ‘Shadow’ layers to multiply at 30% opacity and the I merge my 2 ‘Shadow’ layers into one layer and refine my shadows
‘Light’ layers to ‘Overlay’ at 100%. Add a ‘White Mask’ layer. This is further. I want to conserve my hard edges established in Step 2, and
a normal layer just filled with white. I like to have that mask there blend the form shadows smoothly to get a good gradient transition in the
so I can concentrate on working just in black and white in the first round parts of the volumes. This is the hardest part of the process and
stages and get a good value map for my drawings. where you need to focus on control and be patient. Taking a few extra
minutes here will pay out in the end.
STEP 2
I like to start by working on the shadows. With the first
‘Shadow’ layer I focus on a 2 value scheme - white and
black. What will be in light and what will be in shadow. The
layer is set to 30% so that I don’t have to worry about using
pure black. This way I can focus on shaping my shadows
STEP 5
I delete the white ‘Layer’ mask and boom! Now your character
in a pleasing way to the eye following design theory.
has volume on top of your flat colors. Because the ‘Shadow’ layer
Always consider your shadows as design elements. Take
is set to ‘Multiply’ it will influence your flat layer underneath and
advantage of that. Choose the direction the light will hit
make the values dark in the right places. At this stage I usually
your character and remember that light travels in a straight
colorize my ‘Shadow’ layer so I can add some color variation to
line. If you have a good grasp of the big volumes that
my shadows. If the color of your light is warm, having a cool hue
describe the human body this will be an easy step. I want
for your shadows is a good idea to add contrast.
these shadows to be clear and sharp edged.
144
STEP 6 THOUGHTS ABOUT I follow the same logic to render hair as I did in the previous tutorial.
I aim to make something that works on its own, or as a solid base to
145
In the final step I work on my light layers. (For extra focus you can turn
off your ‘Shadow’ layer so you can focus only on light). One layer I use for
direct light, and the other for ambient light, or light that bounces around
RENDERING HAIR develop further. Same approach, same structure, same techniques and
same layer scheme. A few pointers and considerations.
the environment surrounding the character. In this case there aren’t that My big pro-tip: it’s very easy to over-render hair.
many elements that light can bounce off to influence the character so
I always prefer to do less than more when it comes to hair. I always
ambient lighting will be very, very subtle. Both layers I set to ‘Overlay’.
start my render from big to small. Even something like hair that is made
For the direct light I pick the local color of the area I’ll be working on and
make it brighter and warmer. I usually drop the opacity of my brush to out of tens of thousands of individual strings still clump together in
around 30 for this step so I can have extra control on adding light. patches or locks that can be described as simple big volumes. I find
it helpful to study and practice rendering balls, cylinders and ribbons
For ambient light I usually pick the color of the surrounding and apply it
specifically. Observing and reproducing the way light interacts with
subtlety to my shadows. That is usually where ambient light is perceived.
If you have a strong light source it will overwhelm the ambient light and these volumes, and how they behave in space, will provide you with
you won’t perceive it in the areas being hit by your main source of light. the fundamental information on how hair behaves. If you can capture
You can also pick a gray blue for the parts these simple ideas, rendering more complex geometric shapes will be
of your shadows exposed to the sky (if exponentially easier.
your character is in an outside setting
where light from the sky bounces down
I intentionally used simple volumes to describe the character’s hair in my
on him or her). Merge everything and demonstration to point out that you don’t have to draw or paint a single
you’re all set. You can now paint freely string of hair to draw or paint something that feels and looks like hair.
on top of this base if you want to push
When you paint or draw a certain subject you’re not recreating the
it further. But what you get at this stage
subject itself, you’re representing an idea of that subject. I find that
should work on its own if done correctly.
breaking down those ideas to their most
simple elements puts in front of you a
RENDERWAVE COLORPEDIA
Ibrahem Swaid,
also known as
NOOBOVICH, is a
digital illustrator and
concept artist with 10
years of experience.
RENDERWAVE COLORPEDIA
and Abrakam. His artwork
‘Skating Giants’ ranked 9th top
digital illustration worldwide
on Artstation for the year 2018.
148
HIJACKERS 149
STEP 1 STEP 2
For personal artwork I start with concept sketches: I sketched down the scene and blocked it in 3Ds Max.
characters, locations and ideas I want to showcase in No details at this point, just setting up the camera and
COLOR BOOK
the illustration. For this artwork I was looking up the objects within the frame.
TUTORIALS
RENDERWAVE COLORPEDIA
DIGITAL
atmosphere to what I had in mind. I want to show the
ARTIST’S
character in action in the scene and tell a story, and
hopefully build it up in follow up illustrations.
ROCKET
FEATURED
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STEP 3 STEP 4
I laid down the characters on top of I added the flat colors under the ink layer and applied
the 3D render, making sure that all the some adjustment layers on top to make all the colors
characters are working well with the work together. This step gives me a preview of what to
overall composition of the image. expect at the end of the rendering stage. If things are not
working now then they won’t work later, which means it’s
easier to fix them at this stage.
150 151
STEP 5 STEP 6
Rendering. I use my 3D models from DAZ 3D as a reference I finish rendering the face first and then move to the rest
for my shadows and light. I use photo references for of the character. Once the first character is done then I
features and design. move onto the next.
RENDERWAVE COLORPEDIA
STEP 7 STEP 8
I jump to the next character and start with the same I went back to the background once I finished rendering
steps: finishing the face then moving onto the body. I use the characters and started adding photo textures or
photo textures to add the details or rely on 3D if needed, upgrading the 3D elements in my 3D scene and bring
similar to the laptop she is using. A mixture of 3D, photo- them back to my Photoshop file.
bashing and paint over.
STEP 9
Final touches. Adjusting the colors and adding any more
details I feel are needed for the narrative and that support
the story I am trying to tell here. I add the signature and
the artwork is done.
152
PHOTO-BASHING 153
STEP 3
Feel free to use any selection
tool that you are comfortable
using. I prefer the ‘Quick
Selection’ tool to get the parts
I want, copying them and
dropping them in my illustration
document.
STEP 1
Using photo textures can
be the easiest solution to
adding details to your painting
or subject as long as it fits
the overall style and is well
integrated with the painterly
elements around it.
STEP 4
Using ‘Free Transform’ I move
my textures around and make
STEP 7
Textures might need some color
adjustments and some paint
over to look good and to match
with its surrounding. Just keep
adding textures until you get
the result you want. Once happy
with the results merge down
and move to the next part.
TOMAS DUCHEK
156 157
Tomas Duchek studied During that time he was also experimenting with digital painting. In his
last year he realized that he might be able to do concept art for a living,
industrial design in the and join his passion for games with his passion for painting. Straight out
Czech Republic. of university he was lucky enough to get a job at Warhorse Studios and
worked there on ‘King-
dom Come: Deliverance’
- a realistic medieval RPG.
This was a very influen-
tial period in his life. He
learned so much thanks
to his colleagues. After 5
years he decided to quit,
and started to teach digi-
tal painting and freelanc-
STEP 1 STEP 2
your scene – how many light sources and their point you can also add various interesting
positioning within the scene. Separate light details like rust, mud, scratches etc.
and shadow. I usually use the ‘Multiply’ layer to
create shadows.
This way you are certain to have your character pop out of the canvas.
It’s a great starting point and even at this stage it gives you a lot of
information about the light and mood in the scene. You still need to
specify what kind of light will be in the scene (direct or soft dispersed
light), what direction it’s coming from and how many light sources there
are. But if you have the painting separated into the three values
as described above, it makes this process relatively simple.
Example of the process: if you choose a light background I recommend
painting the silhouette of the character/object in the dark value and then
use a screen or soft light layer to paint in the lights. But always make sure
not to brighten these parts too much. Again, the target value of the light
on the character should be approximately mid-tone in this setting.
Using this approach helps immensely with making visually attractive
paintings, which is vital in the current overflow of visual stimulation
STEP 3 STEP 4 everywhere. Also, having a clear idea about the direction that you are
taking can save you a lot of time and make decision-making easy. It’s
Increase the contrast on metallic materials. Set Create a layer on top of your character definitely not necessary to follow the initial value setup closely to the
up your colors in the background in a way that and polish the painting. Add tiny patterns: final stage, you add various values here and there and mix things up as
compliments the character. They are separate decorations, fabric folds and flaws. you like, but it’s always good to look at the painting from a distance and
elements but it’s a mistake to think of your consider if it still reads well.
foreground and background as two separate
things. In a way, it’s all one thing.
TUTORIALS
LIBRARY
EYES 162 SHINY METAL 180
STYLIZED EYED 163 RUSTY METAL 181
ANIME EYES 164 THICK SMOKE 182
NOSE 165 LIGHTNING 183
FUR 166 RAIN 184
ELF EAR 167 USING REAL MOON 186
HAIR 168 CAST SHADOW EFFECT 188
BALLOONS 170 WET TENTACLES 190
BUBBLES 171 SILK 191
SUNSETS 172 DRAPERY 192
SUNLIGHT ON WATER 173 LENS FLARE 194
FROG SKIN 174 ANTHROPOMORPHIC 196
SKULL MASK 175 ROBOT 198
MAGIC RUNE STONE 176 ALIEN 200
FIRE GAUNTLETS 177 SCARY CREATURE 203
BLOOD SPLATTER 178 CREEPY FACE 205
BLOODY WOUND 179
162
EYES STYLIZED EYES 163
Upper line,
Corner darkest part
of the eye
Lower lid
STEP 2
STEP 1 The eyeball (whites) color is not actually white. STEP 1 STEP 2 STEP 3
The iris is 1/3 of the eyeball width. It’s usually a combination of beige, pink and or
The size of the pupil depends desaturated blue. Use the mixer brush to blend them Start with a messy sketch. Lower Start to fill in areas that are in Usually shadows are located under
on the light it is exposed to. The together. its opacity and make a new layer shadows with darker tones. Using a the eyes, under eyebrows, on the
brighter the light the smaller the on top with a much cleaner sketch. reference isn’t always the best idea sides of the nose, etc. Light will
pupil. Both sketches should be light in this stage, but it can also help a usually hit the inner corners of the
reddish tones, one slightly darker lot if you know how to use it. eye, on top of the brows, on the
Generic highlights than the other. Delete the messy middle part of the eyelid and basically
Eyeball Lens sketch and put the clean one anywhere you would apply highlighter
Corner
on ‘Multiply’ layer mode. Create when doing makeup.
another layer underneath and fill
RENDERWAVE COLORPEDIA
TUTORIALS LIBRARY
on ‘Alpha Lock’ on the same layer so
that you can’t paint anywhere else.
Tear fluid
STEP 3 STEP 4
Soften the edges of the iris and the Highlights take the shape and color of the light source. Because
pupil. Use many colors for the iris. the eye is wet, the highlights are sharp-edged.
All textures must be radial.
TUTORIALS LIBRARY
STEP 4 STEP 5 STEP 6 STEP 4 STEP 5 STEP 6
This step is optional. Here a dark For painting in the light, pale lilac Adding specular light to bring the Add the base color. It should not be Start adding ambient occlusion Use a brighter and less saturated
blue hue was used to further shade was used. eyes to life. Avoid using pure white too desaturated or close to 100% with a darker and more saturated color than the base with a semi-hard
saturate and deepen the purple. for this. Add a streak of light with brightness or darkness. color than the base. Use a soft brush brush to bring out the form of the
For anime eyes adding subtle shifts a semi hard brush on low opacity overall and a hard brush for details nose. Hide the line art to check if the
in color like these can make them behind the specular light to make the and edges. shape is to your liking.
more captivating and magical. eyes appear more three dimensional
and shiny.
STEP 7 STEP 8
For final touches consider tinting the line art. You can This final step is also optional. You can “paint” over the
also opt to leave it black or very dark brown depending line art to make the finished result a bit softer. Do this on a STEP 7 STEP 8 STEP 9
on the style you are going for. (For line art tinting you separate layer and turn it on and off to decide if you prefer
Using color modes like ‘Soft Light’ Using a semi-hard brush add Add a ‘Color Dodge’ layer and bring
can lock the transparency of the layer and then brush a it with or without.
or ‘Multiply’ enhance the shadows specular to the nose tip and bridge as a bit of glow to the skin. Feel free to
different color over it lightly). You can also add a ‘Color
and color saturation. (Best done well as the base of the nostrils. add more details such as freckles or
Dodge’ effect on top of the image on a new layer to give
with a soft airbrush on low-mid pores.
it a more mystical look, as was done here.
opacity).
166
FUR ELF EAR 167
TUTORIALS LIBRARY
STEP 4 STEP 5 STEP 6
Pick the color from the dark end Change your colors just a little bit for Introduce some new colors.
of your gradient layer. And back both your highlights and shadows Experiment with an adjustment layer
on your ‘Texture’ layer begin to and begin to subtly blend them such as ‘Hue/Saturation’. Tweak
gently brush the darker color. It’s together. But keep your dark side the hue slider ever so slightly to see
important for you to continue to use free from any, or at least most, of the if you can shift the colors towards
the same brush and settings for all highlight colors. something that looks interesting but
your textured fur. not unnatural. Unless of course that’s
what you’re going for.
STEP 4 STEP 5
More refinement. As everything comes together With a bit more time the final rendering is complete. There is
make sure that nothing contradicts the initial no need to render every pixel on the ear. It’s actually interesting
foundation you’ve established. when you leave brushstrokes as the ear can have some really
interesting movements.
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HAIR 169
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deeper, richer colored hair).
Sketch the overall shape of the Incorporate the local color into the Roughly render the balloon as if it has
balloon. Remember: balloons are shape. no transparency. It doesn’t have to be
generally not perfectly round. So try final but it should show a rough idea
to make the shape more interesting of what the lighting would look like if
than just a perfect sphere. the balloon was opaque.
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STEP 4 STEP 5 STEP 6o
Continue to lay down more colors of Use the ‘Smudge’ tool to blend the Final touches. Add some bright
different values and hues. Use curved colors around until you get the effect highlights and speckles along the
strokes to maintain the round shape. in the bubble. edge. Softly erase some sections if
Don’t overthink this step. your bubble doesn’t look transparent
enough.
STEP 1 STEP 2
STEP 1 STEP 2 Create your base color for the ocean and creamy orange With a soft round brush, rough in some shapes for waves
Start with a base blue color. On a separate layer use the ‘Gradient’ tool to create a for your sky. Because you want plenty of room to show in the water and clouds in the sky. Try to keep the colors
darker value from the top. the sunlight playing across the water, setting your horizon as close to the base colors as you can at this point.
line in the center of the page is a good ratio.
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STEP 3 STEP 4 STEP 3 STEP 4
Introduce pinks and purples in the sky. Pull color from Paint in the sun making sure to use your brightest value.
Lay down some orange and pinks. Pull colors directly Use a soft brush to layer in sunlight diffused throughout your sky for where the light hits the water. Keep the light Continue to introduce new hues of purples and blues into
from a reference if you need to. the clouds. Start to define your forms. on the water brightest and more solid on the horizon line. the sky. Break up the path of light on the water with blues
from your base water color.
work.
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STEP 4 STEP 5
Use a hard brush to start laying Continue to refine the shapes you laid down
in texture. Alternate between on the previous step. Use a light color along
your darkest greens and a more the ridges that are raised up from the skin.
saturated hue of your base color. On a new layer lay in your highlights, taking
your green color almost all the way to a
white, in order to give the skin a wet look. STEP 4 STEP 5 STEP 6
Create the light source. Use your Time for detail. Use some varying Texture and finishing. Use ‘Color
brightest values for highlights and colors to create a gold and steel Dodge’ with a textured brush to create
major details. Lightly brush in light effect. Brown, yellowish-green and a metal texture. Add another light
throughout to give your shapes dark blue will help to create an old source to make it more realistic then
depth. and used effect. Realistic gold and sharpen your painting using Filter >
metal is rarely shiny. Always look at Sharpen > Sharpen to increase the
STEP 6 the references to keep your focus. details.
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STEP 4 STEP 5 STEP 6
Add bright colors (light gray, orange, Time to add fire. Add lines with an Create the fire with some brushes. You
red) to create lighting on a metal orange color to create a flowing fire can use a cloud brush for the smooth
surface and the gem. But there’s energy effect and brush the gold part blurry parts and a custom fire brush
STEP 4 STEP 5 STEP 6 no need to make it too detailed
because we will be focusing on the
on the top with orange and yellow.
Create a new layer and add a ‘Glow’
for the main parts. Try to use a brush
with ‘Color Dodge’ mode to create the
Use dark blue, green, and brown Time to create a light source. The Start the detailing process. Use some fire effect on the fist. effect with an orange color on the fist bright effect instantly. Don’t forget to
colors to create cold shades and idea is a soft dawn light from the textured brushes to create the stone with a smooth brush. give some details on the lower parts.
value. sun on half of the stone. Use a pale surface. Create another minor source
orange with a soft brush on low light with a cold color to make it stand
opacity. Brush in some soft light on out more.
the small stones and plants too.
STEP 7
STEP 7 Create more fire with the same technique with bright orange and yellow color.
Add some glowing effects with a smooth brush on the top layer. Use blending
Finish the stone surface with ‘Color Dodge’ using a mode>color dodge to make it glow. Alternatively, you can do some photobashing
textured brush. Create a glowing effect by selecting the with fire photos and blend it with a fire brush to make it more realistic.
‘Rune Color’ layer. Use ‘Outer Glow’ from the effects icon
beneath the laye. Choose light blue and color mode >
lighten. Don’t forget to check the levels using ctrl+L and
sharpen your painting using Filter > Sharpen > Sharpen
More.
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BLOOD SPLATTER BLOODY WOUND 179
Draw a random blob of blood. Do Using the ‘Smudge’ tool play With a textured brush (try to use a
not use a brush with overly hard or around with the drips and splatter grainy looking brush) lightly add some
soft edges. to create a unique shape. No two specks around the splatter.
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STEP 4 STEP 5 STEP 6
Using ‘Multiply’ mode gently build Paint in the shape of the blood drips. Add depth in the values to the blood
up redness around the wound to The end of the drip is often similar to by using a richer, darker red shade.
mimic the irritated, infected skin a tear drop shape. The end of the drip is usually the most
around a gaping wound. saturated and dark.
STEP 4 STEP 5
Add depth in values to the blood by using a richer, Add the light specular reflection on the blood. For blood,
darker red shade. even the light and specular will not be desaturated color
but quite saturated still.
STEP 7
Add specular reflection on the blood
and skin around the wound.
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SHINY METAL RUSTY METAL 181
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STEP 4 STEP 5 STEP 6
Paint the light according to your Add specular reflection to the Using a rougher brush and a layer set
desired light direction. Since the shackle. Because the body is a duller on ‘Multiply’ mode, lightly brush over
STEP 4 STEP 5 STEP 6 metal object is rusted it will not
reflect as much light as clean, shiny
metal it will reflect much less light
than the shackle.
the painting to create a rough, aged
look. Try a slightly reddish brown tint
Paint the light according to your Add more shadows. The surface Paint the specular reflection. Use metal. here to enhance the rusty texture.
desired light direction. For shiny of shiny objects will reflect the a hard brush with a much brighter
objects the light will reflect the environment they’re in. Some parts color to emulate the shine.
color of the light source heavily. In of the environment will be darker
this painting the light is neutral. than others so it’s crucial to paint
them in.
STEP 8
As a final touch add more
details such as dents and
STEP 7 scratches onto the body of the
lock. For the shackle make the
Add a ‘Color Dodge’ layer and gently sheen slightly brighter and use
go over the parts that reflect the STEP 7 the eraser brush with a hard
light most (edges, curves, etc.) to edge to erase some parts of it to
On a new layer, also using ‘Multiply’
give an even shinier, glowier look. mimic scratches.
mode, use the same rougher brush
and go in a bit more heavy-handed,
especially on areas where rust tends
to form. Edges, corners, etc.
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THICK SMOKE LIGHTNING 183
under Opacity).
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STEP 4 STEP 5 STEP 6
Lightly add stray smoke plumes Adding a gradient effect to the sky. Optional step to add embers. Lightly
behind. Adding more light to the beginning of draw small little dots and use the
Optional step to add embers: lightly the smoke (suggesting a light source ‘Gaussian Blur’ tool. Duplicate the
draw small little dots and use the or fire) and darkening the sky behind layer and set it to ‘Color Dodge’ to
it gives the image a gloomier effect. create glowing embers.
‘Gaussian Blur’ tool. Duplicate the
layer and set it to ‘Color Dodge’ to It also enhances the smokiness of the
Optional step to adjust color balance
STEP 4 STEP 5 STEP 6
create glowing embers. sky. With a light hand add thinner Duplicate your detailed lightning On top of your detailed lightning layer
and levels.
electric bolts that branch out/fade layer and put it under your original create a new ‘Color Dodge’ layer. On
off. During this step you can take layer and set it to ‘Overlay’. This this layer with a soft airbrush and low
STEP 8 your time and keep experimenting will create a soft glow around your opacity you can go over some areas to
with small details like more jagged lightning. You can adjust the color of make them even brighter. Try adding
Optional step to adjust
lines that can help bring your the glow to your liking. a subtle purple glow. Feel free to play
Colour Balance and
lightning to life. around with the colors.
Levels.
STEP 7
Add in finishing clouds to the image if that’s what you
are going for. Remember that while the background is
STEP 7 dark the areas close to the lightning will be brighter.
You can use the glow of the lightning to bring out the
Optional step to add embers, lightly
form of the clouds too.
draw small little dots and use the
Gaussian Blur tool. Duplicate the
layer and set it to Colour Dodge to
create glowing embers.
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RAIN 185
opacity>Pen Pressure).
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STEP 10 STEP 11 STEP 12
Turn on the visibility of the ‘Rain’ Add droplets bouncing off the objects Paint on a ‘Splash’ effect where the
layer to see if the scene is going in and water trickling down. It’s very rain hits the objects. This applies
your desired direction. important to make the objects and more to heavier rain but feel free
STEP 4 environment look cohesive. Even if
the rain is a light drizzle do include
to experiment with adding a more
subtle one to drizzling scene.
Draw the rain droplets upwards as it this, but to a lesser extent.
will allow the bottom of the droplet
to look heavier. If it’s drawn the STEP 6
other way round the droplets will
Adjust the ‘Motion Blur’ according to
look like they are shooting upwards
instead of falling down. The rain can
STEP 5 the direction of choice as well as the
appear heavy or a light drizzle. amount of blur wanted. (Rain can
Duplicate the layer. Hide the first one.
be falling vertically straight, slightly
On the duplicated layer go to ‘Blur’
slanted, etc., depending on the wind
settings and select ‘Motion Blur’.
and other conditions). STEP 13
Add final adjustments such as
contrast and saturation if desired.
186
USING REAL MOON 187
CLIPPING MASKS
STEP 7
As a finishing touch use a ‘Soft
Light’ layer to add more color
and vibrancy to the image. To
add stronger blue and purple
hues and stars use a ‘Color
STEP 1 STEP 2 STEP 3 Dodge’ or ‘Screen’ layer.
Start off with a night sky Draw a circle in the sky/background. Import a ‘Moon’ image. It’s best to
background or plane dark You can use the ‘Elliptical Marquee’ use a PNG image as it comes on a
background. tool or the ‘Ellipse’ tool to do so. transparent background so it’s easier
Holding the control key while using to extract it. If you use another image
it will ensure a round circle if you type you may need to clean up the
are going for a full moon. Fill this edges/background.
circle with a light color. Don’t pick
an overly saturated or bright color.
This one was tinted slightly blue and
around 60% lightness. Do not use
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dark.
STEP 8
This is just a sample of
what a crescent moon
will look like using the
STEP 4 STEP 5 STEP 6 same steps as above on
the same image.
Place this ‘Moon’ image layer above Once you are satisfied with the Create a new layer and set mode to
your moon base. Hover your mouse adjustment, try blending modes to ‘Overlay’. Do not use a ‘Clipping Mask’
over the layer and click ‘Create make it look less stark. You can use for this as you want to create the glow
Clipping Mask’. This will enable the ‘Luminosity’ mode and decrease the emitted by the moon, thus it needs
‘Clipping Mask’ tool. From there opacity of the layer to about 70%. You to appear around the moon and not
using control+T you can adjust and can also erase certain parts that you just within. Using a soft airbrush and
shift the image. It will only appear feel do not gel well with the image. cyan color paint lightly on/around the
on the moon base area due to the moon to create a glowy effect. You
mask effect. can also use another layer for ‘Color
Dodge’ for a slightly stronger glow in
certain areas.
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CAST SHADOW EFFECT 189
STEP 9
Move the shadow layer away from the
light source and adjust the size of it
slightly.
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Import your character’s figure
onto the blank canvas. It should
look like this with a checkerboard
background in drawing or photo
editing programs.
STEP 10
Lower the opacity of the shadow layer
if needed. Add final touchups to the
piece.
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STEP 4 STEP 5 STEP 6
Fill it with base colors. Tentacles can Add shadow and ambient occlusion Add the light using a brighter color
come in different colors! You may with a darker more saturated color. according to your desired light
also want to decrease the opacity of I used a rougher brush for this for direction.
the line art for the following steps textural purposes. However feel
to see the form via painting more free to use any brush you prefer
clearly. according to the finished look you
want. (Smoother brushes will result
in a slimier feel). STEP 4 STEP 5 STEP 6
Pick a light direction and paint the After adding the lighting paint in the Using color modes like ‘Soft Light’
light accordingly. This piece features specular reflection with a slightly and ‘Multiply’ add some depth in
slightly warm top lighting. harder edged brush. Silk is a very terms of color and contrast. To
shiny fabric so try not to make the compliment the warm lighting a
shine look too diffused. However, do subtle cool blue tint was added onto
not paint it with such a hard edge the shadowed areas of the dress.
that it ends up looking like latex.
STEP 7
With line art opacity tuned even lower, I paint the light.
Different fabrics catch light differently so do study the
fabrics of your choice.
pinched, held together, creased, denser fabrics generally drape much to reflect the colors around them. The white satin robe will
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etc). straighter. reflect some of the red hues of the velvet cape. This helps
to bring greater dimension to your painting as well. I use
‘Multiply’ mode and softly go over the areas I want to tint
and darken. Don’t get too heavy handed here.
STEP 9
Adding specular and glow. Not every fabric
STEP 4 STEP 5 STEP 6 will have specular or shine. Some very matte
fabrics will not (like linen and cotton). If you are
After polishing your sketch with that Fill in the base colors. I personally lower the opacity of painting shinier fabric like silks, satins, or some
in mind, do clean line art of your the line art at this stage. Using a kinds of velvet, adding specular at the brightest
drapery drawing. deeper, more saturated color I paint points/crease points will help to bring out the
the ambient occlusion and shadows nature and texture of the fabric you are painting.
caused by the fabric folds using the For specular use a small hard edged brush and
line art as a guide. for the glow effect I used a mixture of ‘Soft Light’
and ‘Color Dodge’.
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LENS FLARE 195
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over your image set to ‘Linear Dodge’.
Using a soft airbrush and a light
golden color gently brush in where
the flare will be emitting from.
STEP 7
At this stage focus on detailing the fur.
With line art turned off and on a new
layer on top add stray fur, whiskers,
etc. Depending on the animal you are
painting it will vary. Do research and
study the texture of their fur/scales/
hides/skin etc.
clothes first to ensure the body fit. you want instead of using clothing to character.
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proportions/pose are right. “mask” it.
STEP 9
For more dynamic lighting, have a second
light source. For this try using ‘Screen’
mode. (‘Hard Light’, ‘Pin Light’, ‘Color
Dodge’ work well too).
This little fella has a simple textured dark
background, but feel free to make it more
STEP 4 STEP 5 STEP 6 detailed. It’s the detail that really brings a
Carefully line the clothing/props. Use a deeper, more saturated color Determine your light direction and character to life. Make sure to create your
Clean line art helps make the base than your base color to paint the color of light source. Be sure to use textures and details on a separate layer
color process easier. (Fun tip: after ambient occlusion. both soft and hard-edge brushes to (or several) so you feel free to play around
you make your selection, go to bring out form. adding stuff without having to worry
Select> Modify > Expand by about 2 about damaging the work you’ve already
px to fill the selection entirely). done.
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ROBOT 199
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human or animal it is important to
get the form out before deciding on
the hinge placement.
STEP 7 STEP 8
Paint in the light according to the Add specular, usually at the place
STEP 1 STEP 2 STEP 3 direction of your light source. For that picks up the most light. I
Experiment with silhouettes to Pick your favorite silhouette and do Add details and draw clean line art. this I went with overhead lighting. usually use a much lighter color for
generate ideas. They don’t have to a sketch over it. You can choose to Clean line art makes the base color I usually turn my line art to even this and a hard-edged brush.
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be detailed or clean, just have fun detail it at this step or just get the process easier. lower opacity at this point.
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exploring new ideas and combining shapes out.
old ones.
STEP 11
Painting the connecting tissues and
skin as an extra step is optional but
can make your alien unique if it fits
her design. Feel free to add other
details as well.
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second light source. For this I used
‘Hard Light’ mode. (‘Screen’, ‘Pin
Light’, ‘Color Dodge’ work well too).
STEP 9
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Paint a backlight (optional). It helps to make
the piece more three dimensional and helps the
creature stand out. ‘Linear Dodge’ mode was
used but other color modes like ‘Screen’, ‘Hard
Light’, ‘Pin Light’ work as well. Experiment with
which works best for the image. STEP 4 STEP 5 STEP 6
Add base colors. The ‘Magic Wand’ Use a deeper, more saturated color Bring out the interesting details of
tool is helpful. Avoid using pure than your base color to paint the the character. For this I used modes
white or black. ( Fun tip: after you ambient occlusion. such as ‘Soft Light’ and ‘Multiply for
make your selection, go to Select> the makeup, veins, and irritated skin
Modify > Expand by about 2 px to fill effects.
the selection entirely).
STEP 10
Optional step to add
adjustment layers to tweak
color balance and levels.
STEP 10
For more dynamic lighting have a
second light source. For this I used
‘Color Dodge’ mode. (‘Hard Light’,
‘Pin Light’ and ‘Screen’ work well
too).
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STEP 11
I added fog here to set the mood. Feel
free to add other details to liven up the
painting.
STEP 12
I finished with some glowing embers.
You can add a new adjustment layer to
tweak colors/saturation/contrast too.
RENDERWAVE COLORPEDIA
VOLUME 1
Published By Red Right Hand Publishing, 2021
Publisher: Oldrich Stibor
Book Design: Ana Guerrero
Proof Reader: Georgia Ingles
www.instagram.com/redrighthandcomics/