Digital art is like Baumkuchen. It has many layers.
Started out as a quick black and white practice, but got carried away and spent somewhat more time than i should.
Kai-ism
Draft, don't plan to use outlines for this.
Straight on to the color thumb.
Using a single layer to paint the character. Slowly refining the pic.
Done refining the character.
Fixed up the panda and put in a simple background.
2. Mark the necessaries in preparation of carving.
3. Cut off the top and start scooping the stuff outta the pumpkin.
4. Follow the pattern made earlier as i cut my way through the pumpkin.
5. Remove the cut outs and do further refining to the pumpkin.
6. Place the lighting inside the pumpkin to create an eerie glow.
drafted the rough in my warped-by-water sketchbook
scanned it and fixed up some parts
the outline stage
a rough color rendition of what i would want for the end results
i always work on the character first
watdefisherman'sfriend?
Final touches to the character and background before cropping up the pic for a tighter composition.
Did some rough sketches and silhouette study to find a suitable one for me to work on. i wanted an interesting silhouette that will bring out a character more, so i chose the bottom right one. Eventually i combined other stuff together from all that mess to the base i chose. I can already hear ringing words from my lecturer that i need to do more but time is not on my side and i am loaded with college assignments as well. This is the best i could do for now.
Next comes the weapon. I researched a bit on the skill list tree of the warrior class for the game. Then i came up with a weapon that could use ALL skills. We have the single handed weapon and shield skills followed by smashing skills for double handed wielders. As usual my preference of weapons usually end up with hammers. So keeping the hammer in mind, i created a gauntlet/shield that acts as defence and offence at the same time should the warrior wanted to do hand to hand. Think God of War gauntlets of Zeus. Then a hammer would still need a long haft, so a spear it is. And one that could combine with the shield gauntlet thingy to make it a hammer. There you go, best of both worlds for the skill tree.
The initial rough stage...the theme for my armor is 'Hawk'. The hammer looked weird at this point but i couldn't be bothered to fix it at that time. Assignments first.
Later i whipped up a more solid looking hammer head and tested it on the arm that was to wear it as well.
Confirmed the outline at this point and worked on the basic color feel i would want for the overall.
The very initial color base without the shine works yet. The armor still needs some polishing for that extra glow.
The red skirt-cloak was feeling a bit too monotone and making it seem lacking in contrast and boring. So i tweaked a dark blue tone to it instead and found it more satisfactory. Polished the armor a bit to have that oooo-so-shiny effect.
If ever any cute girl comes along to me dressed like this with the same pose, i can die a cutesy death on the spot without a care...
When the blog gets neglected, save it with step-by-steps or tutorials. Yeaaaaaa.
lalala did this rough when i was artjaming with some nutty friends beginning of this year. Initially i was lazy and thought of just going with this and touching up the features a bit. Then i thought "Hey why not try doing semi-realistic for once. It might be interesting". Turned out to be quite fruitful and fulfilling since i haven't really done this before. Besides i could hand this in for simplified figures...I WISH! i will get killed by SS if i do orzlll
Continuing where i left off, i used the above rough as a base, sketched the supposedly more realistic curves, and changed the pose a bit to make her more menacing than pouty. Did some initial shades for the body. I tried working differently this time by going from dark tone to light, just like acrylics. Turns out i'm pretty bad working this way so i need more practice.
Added in stuff i forgot like the tail and some of the waist length hair. Rendered some more to bring out the basic 3d form of the clothes, hair, etc.
It was pretty done when i reached this stage, all was left was to clean up the rough outline and touch up more places. IMHO i could have stopped here but i felt that the outline was giving the pic less than semi-realistic result. Still very manga-ish which defeats my purpose. So i pushed on.
Somehow when the outlines weren't so obvious it made her look a bit broad. As in really plump and well-covered. Realistically it would be the body most women would have in real life. But i wasn't satisfied at stopping here and soon realized after a while that she did seem plump to me.
So time to put in my own touches and made her slimmer and gave her more ideal, sexy proportions which our lects can't seem to stop emphasizing. I suppose it did add a bit of aesthetics to it after i did so. I decided to stop now cause my main focus was not to spend too much time on this piece. I wanted it as learning material so i considered it done. Took roughly 4-5 hours, done between short breaks of work i have piled up.
i'll go straight to the outline this time.
Filling in of basest colors. Each diff color on diff layer.
Beefed out some of the defining light and shadow areas.
Touched up the shadow areas again and filled in the base colors for the flowers.
Defined the shades and highlights for the flowers until i'm satisfied that it looks at least like a plant.
Added in more corny graphical elements into the background and touched up the gal.
normal sketch
reverted it into negative
final product made in wallpaper size, if you're mad enough to use it. i know i am and is currently pimping it as my desktop wallpaper.