朱峰社区首页 朱峰社区

搜索资源 注册|登陆

等待

返回 展开菜单

传奇英雄Uteg的制作

绘制真实照片 观看预览

绘制真实照片

包含9节视频教程
关注15.5万

这是临摹的终极表现!在临摹领域达到真实照片的级别,让你的绘画让别人惊呼吧!这不是照片,真的是绘画出来的。我们一起来学习吧!

关闭

前一段时间,我正在集思广益的想法来进行世界建设。我会创造一个神话世界的传奇英雄,创造风味的小故事,然后把它们画出来。 Uteg是其中一个头脑风暴的产物。这个想法是把这个角色描述为一个强大而有力的人物,他是人民的冠军。我想要他坚持经典的幻想比喻,同时也设计一些独特的生物和装备。

A while back I was brainstorming ideas for a world-building exercise. I would create heroes of legend for a mythical world, create small stories for flavor, and then paint them up. U'teg is the product of one of those brainstorms. The idea was to present this character as a strong and powerful figure who was a champion of his people. I wanted him to adhere to classic fantasy tropes while also designing some unique creatures and gear.

从这里我会把你从我的缩略图阶段带到画面上,并完成一些调整层。我将向你展示一些很酷的技巧,可以帮助你避免在后期工作中遇到的重大问题和头痛问题。开始了!

From here I will be taking you from my thumbnail stage to painting and finishing up with some adjustment layers. I will show you some cool techniques for beginning your painting that will help you avoid major issues and headaches in the later stages of your work. Here we go!

缩略图!

你们大多数人都看过缩略图,所以我不会太深入。当你缩略图的时候,你试着去触摸一种心情或者一个快速一瞥就能读懂的轮廓。简单,大的形状就能解决问题。有一次我敲了几下,我仔细看了一下,看到了一些我认为我有承诺的东西。我想我可以带这三个去别的地方。我把它们做得更完整,给了它们一些基本的阴影,以帮助在最后的图像中设置我想要的基调。

Thumbnails!

Most of you have seen thumbnails, so I won't go too deep into it. When you thumbnail you try to hit a mood and or a silhouette that reads well at a quick glance. So simple, big shapes do the trick. Once I knocked out a few, I looked through them and saw some that I thought I had promise. These three were the ones I thought I could take somewhere. I rendered them more fully and gave them some basic shading to help set the tone I want in the final image.

三个最强大的缩略图进一步充实了

The three strongest thumbnails went on to be more fully fleshed out

细化,阻止,简单的背景

这个阶段非常简单。我选择了我觉得最有希望的粗糙的东西,我把它带到艺术线条的最终版本。我改变图像的比例,并定义我想让这些生物看起来像什么,以及他的装备和武器。从那里我用他的平底灰和他的龙的形状(在不同的层次上)将它们从背景中分开。我添加了一些快速的颜色来帮助设置他身后的情绪。

Refine, blocking, simple background

This phase is pretty straightforward. I choose the rough that I felt had the most promise and I take it to a final version of the line art. I change the proportions of the image and define what I want the creatures to look like, as well as his gear and weapon. From there I block in his and the wyrm's shapes (on separate layers) with flat greys to pull them apart from the background. I add in some quick colors to help set the mood behind him.

我将图像分为三个主要方面:主要焦点,次要焦点和背景

I separate the image into three major areas: main focus, secondary focus, and background

着色器

在这个阶段,我明白了将大部分工作分解成更小,更易于管理的部分是最容易的。所以我取了所有的骨头,皮革,金属和多余的部分,为它们做了分层。我定下了一个基本的颜色,我将在稍后开始绘制主要细节。我使用剪贴蒙版将这些图层(及其线条图层)剪贴到U'teg的“基础”图层上。这使得当我画画的时候,我永远不会离开他的轮廓。

Coloring flats

At this stage, I've learned it's easiest to break up big chunks of the work into smaller, more manageable sections. So I've taken all the bone, leather, metal and extra bits and made separate layers for them. I lay down a base color that I will start painting the main details over, at a later time. I use a clipping mask to clip these layers (and his line art layer) onto the "base" layer of U'teg. This makes it so that when I paint, I can never go out of bounds from his silhouette.

说明:提示:您可以右键单击要剪辑的图层上方的图层,然后选择“剪裁蒙版”,或者也可以在两层之间按住Alt键(Mac的选项键)以实现相同的目标

Caption: Tip: you can right-click the layer above a layer you want to clip to and select "make clipping mask", or you can just Alt-click (option key for Mac) between two layers to achieve the same goal

粗糙的颜色

这个阶段非常快,但是非常重要。这是我要定义成品的样子。我用一些真实的颜色,,粗略地给U'teg一些定义,早期的电影照明和纹理通过。当我说粗糙时,我的意思是粗糙。在这一阶段尽量不要让自己走极端,在早期的阶段,要尽量均匀地工作,以确保一切都“感觉”一样。在这幅画的这一阶段,挑选出哪些作品是可行的,哪些是不可行的,要容易得多。

Rough colors

This stage is pretty quick, but it's very important. This is when I'm going to really define how the finished piece is going to look. I throw in some real colors and roughly give U'teg some definition, early cinematic lighting and texture pass. When I say rough, I mean rough. Try not to let yourself go overboard at this stage, always try to work evenly across a whole painting in the early stages to make sure everything "feels" the same. It's much easier to pick out what works and what doesn't at this stage of a painting.

快速添加一些近似的颜色,以帮助获得心情

Quickly add some approximate colors to help get the mood

模糊,模糊,模糊!

一个超级简单,但对我来说非常重要的一步。在这一点上,我喜欢把我的艺术线条(剪裁到主色彩层),并将高斯模糊应用到它上面。滤镜>模糊>高斯模糊。模糊的数量将很大程度上取决于您自己的线条。这样做的目的是让自己的方式几乎“欺骗”你的阴影和更小的细节。这在下一步中变得更加明显。

Blur, Blur, Blur!

A super simple, but very important step for me. At this point, I like to take my line art (which is clipped to the main color layer) and I apply a Gaussian Blur to it. Filter > Blur > Gaussian Blur. The amount you blur by will largely depend on your own linework. The goal of this is to give yourself a way to almost "cheat" your shadows and smaller details. This becomes more apparent in the next step.

说明:这个小步骤可以为你节省大量的渲染时间。

Caption: This little step can save you a lot of time when it comes to rendering

涂料!

这是真正有趣的部分!我选择了一部分的绘画,并开始渲染!由于Utete是形象的中心部分,我真的想从他开始,并确定他的外观。在我的早期,我决定给他一个盲人的眼睛,一些战争的疤痕,和一些奇怪的非人类的肌肉群。

Paint!

Here's the really fun part! I pick a part of the painting and just start rendering! Since U'teg is the central part to the image, I really wanted to start with him and nail down his look. Early on I decided to give him a blind eye, some battle scars, and some weird non-human muscle groups.

那些模糊的线条真的可以帮助我定义更小的细节。

Those blurred lines really help me define smaller details

重要提示:翻转它!

我不断地翻动我的图像,从早期的草图到最终的渲染。在你一直盯着的东西看几个小时的时候,给自己一个新的视角总是好的。

Top Tip: Flip it!

I constantly flip my image, from early sketch stages to final rendering. It's always good to give yourself a new perspective on something you have been staring at for hours.

清理

这是我真正把Utete作为整体渲染的地方确保我遵循了我之前为自己设置的表格,并且真正地确定了我在图片前面为自己设置的灯光、阴影和颜色。我选择继续把紫色的龙皮放在他的脖子上,直到我明白我是怎么想要龙的样子的。这给我们带来了...

Clean it up

This is where I really push my rendering for U'teg as a whole. Making sure I follow the forms I set for myself earlier and really nailing the lighting, shadows, and colors I set up for myself earlier in the image. I chose to hold off on rendering the purple wyrm pelt around his neck until I figured out exactly how I wanted the wyrms to look. Which brings us to...

我真的是在推动渲染,确保我坚持自己设定的光源。

I really push that rendering, making sure I adhere to the light source I set for myself

Wyrms!

由于这些家伙是这件作品中的次要角色,所以我想让他们继续留在背景中,同时也能引导你的目光转向他们。我选择了一些吸引人注意力集中在头上的黑色鳞片。为了进一步强调这一点,我选择了蓝色的舌头和大大的眼睛。

Wyrms!

Since these guys are the secondary characters in the piece I wanted to keep them relegated to the background, while also being able to guide your eye over to them. I opted to go for some black-tipped scales that draw your eye to focus on their heads. To further accentuate that point, I go for blue tongues and large freaky eyes.

我真的希望他们在设计方面独立,而把他们放在背景角色之中

I really wanted them to stand on their own in terms of design while relegated them to background characters

重要提示:模糊!

我真的很喜欢我的线条艺术的模糊魔术。它有助于指导我的工作,所以我不会偏离轨道。我强烈建议你也试一试。

Top Tip: Blur it!

I really do love that Blur trick for my line art. It helps guide my rending so I don't get off track. I highly advise you try it too.

最后的细节

现在一切都在一起了!我把剩下的wyrms和油漆呈现在一个岩石嶙峋的荒芜的背景中,让它们生活在那里。U'teg不是把这些东西都杀了,所以我给他们加了一些战斗的伤口和血。选择蓝色来真正让它与深紫色结合起来。

Final details

It's all coming together now! I render out the rest of the wyrms and paint in a rocky, craggy desolate background for them to live in. U'teg didn't talk these wyrms to death, so I add some battle wounds and blood to them. Choosing blue to really make it pop against that dark purple.

我确信所有的东西都被渲染到相同的细节水平,并最终通过!

I make sure that everything is rendered to mostly the same level of detail and make one final pass!

调整层

一旦我对所有的渲染感到满意,我就会在整个图像上添加一个暗渐变贴图,这样就能使阴影更深。当我作画时,当我画的时候,我发现我的阴影和对比变得很浅。然后加入亮度/对比度图层模式,将亮度调高约30点。这是为了确保图像在监视器或打印时不太暗,我应该选择这样做。这样,我就在上面打上我的名字,今天就到此为止!

Adjustments layers

Once I'm satisfied with all of my renderings I add a dark gradient map over the whole image to really make those shadows deep. As I painted I found that my shadows and contrast became very shallow. Then I go in and add a Brightness/Contrast layer mode above the whole thing and bring the brightness up by about 30 points. This is to make sure that the image isn't too dark for monitors or print should I choose to do so. And with that, I slap my name on it and call it a day!

最后的形象!

The final image!


朱峰社区vip超值服务 朱峰社区vip超值服务

朱峰社区网页版
朱峰社区网页版(手机扫描-分享-添加到屏幕)


朱峰社区公众号
朱峰社区微信公众号(微信扫一扫-关注)

资源说明图文教程无法下载,只能观看图片和文字。
版权规则本站图文皆来自互联网共享资源,如涉及到版权请查看版权规则。本平台提供图文仅可用于个人学习,如用于商业请购买正版。您必须遵守的版权规则

未知用户

未知用户

260680312@qq.com

260680312@qq.com

普通会员

666的可以
I watch you!!! -260680312@qq.com

赞0

踩0

18年2月7日

woloouup@qq.com

woloouup@qq.com

普通会员

那小獠牙刚刚滴,谢谢分享

赞0

踩0

18年2月7日

韵风爱

韵风爱

普通会员

学习学习角色创作,谢谢分享

赞0

踩0

18年2月6日

游离籽籽

游离籽籽

普通会员

整体看上去很酷啊,制作过程应该很复杂

赞0

踩0

18年2月6日

摇曳的罂粟

摇曳的罂粟

普通会员

感谢分享

赞0

踩0

18年2月6日

温柔的恶魔

温柔的恶魔

普通会员

膜拜大神

赞0

踩0

18年2月6日

水元素

水元素

普通会员

制作过程很明确,学习中

赞0

踩0

18年2月6日

2005-2025 朱峰社区 版权所有 辽ICP备2021001865号-1
2005-2025 ZhuFeng Community All Rights Reserved

VIP

朱峰社区微信公众号

回顶部

1.复制文本发给您的QQ好友或群、微信等;好友点击链接以后,转发就成功了。 2.如朋友点击您的链接,您需要需刷新一下才行;同一个好友仅能点击一次。
购买VIP,观看所有收费教程!!