STORY LOOP FURRY PORN GAMES C SERVICES [?] [R] RND POPULAR | Archived flashes: 229595 |
/disc/ · /res/ — /show/ · /fap/ · /gg/ · /swf/ | P0001 · P2595 · P5190 |
This is the info page for Flash #90643 |
Stage 1: After inking the image, either digitally or by hand, assign clear color areas for every color separation on the design. Each color is assigned its own layer and has an accurate size relative to the outlines. To do this create a selection within the interior of the area you want to color using the magic wand tool. Then expand the selection by 1-3 pixels depending on the resolution. This is done to prevent white artifacting when filling the areas. When filling in the colors ensure that you are not doing so on the layer that contains the lineart. I personally prefer Adobe Photoshop for its robust selection abilities when doing this stage, although painter is likely capable of doing the same. |
By: Mif_Maf |
By: Mif_Maf |
Stage 2: Now I've gone and made a few changes. First I lightened the BG and I also hid the color layers. I'll be referring back to them as color references and selection sets as I progress. I've also gone ahead and done some rough colouring on the shirt. For now thought I'll be focusing on the medium fur color. I start by scribbling in the area with a mid-tone, in this case I've actually placed the midtone where it would be most visible as well. However I will go ahead and color in the fur completely with the one color. At this point it's important to understand why I've chosen not to use the fill command to paint these areas. By using actual brush strokes I leave some parts slightly less opaque than others. As a result the BG color appears to mix smoothly with the character's colors and it won't look like they've just been pasted in. |
Stage 3: I've now blocked in the mid-tone, mid-shadow, light-tone and highlight. Everything is still very loose and blocky but the colors now need to define the forms. In some cases I've placed cast shadows (under her arm, on her left arm, etc.). Cast shadows are great for defining a shape because you can simply map them over the curvature. When adding the lighting it's important to remember that light will frequently create a "hot-spot" on a surface. This is essentially the core of the light and the surface it strikes should be thought of as a mirror. The more define the hot-spot the more shiny the surface will appear. In this case I've made her rather shiny. This level is good for wet skin, diffuse plastics and for longer/oily fur. Note: I like the gouache tool for painting like this. |
Stage 4: Now comes the part where Painter really shines: Blending. Photoshop simply can't compete in this regard. In order to make the surfaces feel softer, rounder and more natural it's necessary to blend the colors. You should not just go about randomly blending everything together because you'll end up with a flat mess. Instead move your brush as though you are actually moving across the surface of the 3d character. Painter will preserve the brush strokes and give you a real nice feel to even the slightest stroke of the brush. Some areas however need much less blending than others. A cast shadow for example will have a significantly less blurry edge than an ambient shadow. Always keep in mind the direction of the light and where the raised surfaces are. Less blur towards sharp surface changes and more blur further away. |
Stage 5: Keeping track of anatomy is just as important in coloring as it is in the drawing stage. Remember where the muscles and bones protrude and the fact that a character or creature will often have body fat or in this case fur. In this case the fur is so short that I've pretty well ignored it in favor of extra mass which I treat more like fat thand fur. Bones will jut out and create harsher shadows and lines on the figure and they are integral to a believable picture. In order to make parts of the figure appear round you'll need to exploit something called reflected light. Remember that anything that is not pure black will reflect light onto adjacent surfaces. The easiest way to do this is to use the 'edge-lighting' technique while still keeping in mind the idea of hot-spots. |
Stage 6: Ambient light colors; these are the key to believable shading. Organic forms will never have shadows that are simply darker colors. The shadows are always a result of the light color and the surface color. However in the case of organic forms such as skin, fur and plants we also have to keep in mind the translucency. It's the refraction and bending of light within the translucent membrane of skin or surface of hair that creates the conditions that result in color compliments forming within the shadows. If you look at your own hand you'll notice that the shadows aren't black in your average lighting conditions and especially in daylight. Instead you'll see that they are either green or blue. In the case of the bunny here I've used a purplish blue. The BG is purple, the highlights are white and hir fur is near orange so the compliment needs to be in their combined spectrum. |
Stage 7: Blending the colors is quite easy in painter so just use the techniques described earlier when blending in the blueish color. It should be noted that the secondary shadow color that was just added will only be pure if the character is in colored light and not white or daylight. Keep the secondary shadow color within the primary, if it mixes with the mid-tone you'll end up with a flattened appearance as the curvature will appear to dip there. |
Stage 8: Now I've gone in and assigned a tertiary shadow color. The only difference with the previous color is that it is more saturated and darker. It's still selected based on the same parameters as the secondary color. Because of Painter's blending tools we can simply add small swatches of color where it would be most intense. These shadows are still obeying the idea of reflected light and won't come in contact with the edge but will instead form one side of the secondary shadow. This is called the "core shadow" and it's used to finalize the forms and lightings. Reserve core shadows for the last step and only for areas that are in the most intense darkness. |
Stage 9: At this point you can really see what an effect that extra step of adding the core shadows can have on the surface of an image. The kneecap is especially pronounced now as is the tibia and the connection between the the thigh and calf. I've also added a bit under the visible ankle to really pop it out. |
Stage 10: Now we simply add the light colored areas. The significance of coloring in the entire figure becomes apparent at this stage because you'll see that the lighter color fur blends in more smoothly with the brown used on the rest of the bunny because it has the opportunity to mix with the new lighter color. Because this is a lighter color the shadows will contain more of the complimentary color we made previously simply because the light color reflects light better. This results in it picking up more ambient colors and not adding as much of it's own to the mix. In the belly area I've not added the blue but used the brown to add a shadow area because it's between two reflective sources and thus won't receive as much ambient color and instead have a reflected shadow. |
Stage 11: Now for the first time I'm going to add some white to the image. Pure black adn white should only be used sparingly in an image because they're the extreme ends of the spectrum. If the white parts of the bunny were pure white there would be no range to add highlight to. Even then white needs to be used sparingly and primarily in hotspots. After adding the highlights it becomes a simple matter of just going through the motions and blending according to the curvature. If you use a smaller brush for the blending you will have a more fibours effect and that makes it great for fur and hair. |
Stage 12: The dark colors are now added and since they don't intersect any areas with the complimentary color it's use isn't necessary. Generally the darker a surface the less ambient colors it will pick up but this can be offset by high reflectivity. In reality it receives just as much color but we simply can't see it as well because the surface is darker and simply hides it. I've also added some of the core color to the belly and other areas as well. |
Stage 13: Just a quick blend of the dark areas to show some nice surface changes and we move on to the next stage. Shi's got a bit of squishiness now too. |
Stage 14: Now comes the usefulness of that large color area created for the fur. By simply selecting its transparency and inverting the selection we can get rid of all that extra bleed that was created during the painting process. It's much quicker than manually erasing and it leaves no bits of residue on the outside lines. The downside with this method though is that if you didnt tweak the selection set you won't have anything under the lines and thus won't be able to remove them without having to redraw quite a bit. I've also added some reflected color from the fur to areas of the shirt to blend it in better. |
Stage 15: Just a quick blend of the shirt ensuring circular motions to give the breasts a nice round look to them. |
Stage 16: Reactivating the hair color layers so I've got something to work with. At this point I can simply lock their transparency and just work directly on the colors I've already placed. You may be wondering why I didn't just do that with the fur. The reason I chose to leave the edges open was so that I could freely move color in and out of that layer and thus both compare the fur to the BG and draw in some BG color into the fur. |
Stage 17: New colors need to be made for the hair in order to provide highlights. Because highlights are not dependant on ambient colors we can simply lighten the previous color. However because this is hair and thus significantly more reflective than the previous surfaces we'll need to add some reflected color to the highlight. Thus the resulting highlight color will be a a lighter purplish variant of the existing color. |
Stage 18: I've blended the secondary highlight to match the curvature of the hair and have now added the primary highlight. This is just a significantly lighter color with the same properties as the previous one. The contrast should be very high with this color because we're dealing with a very shiny and smooth surface. |
Stage 19: I've now blended the primary highlight color to match the same direction as the secondary. You can really see the effect of a smaller brush on the hair. If you want more realistic hair you'd need a much smaller brush than the one I've used or even one that has bristles. I've also added the shadows to the hair, same rules apply to these shadows as to all the others used. Keep in mind that the hair is three dimensional and that any strands and offshoots need to be treated as 3d shapes. |
Stage 20: Time for some finesse. I've now added a little definition to hir muzzle, blended the cast shadow from the overlapping hair and finished up the toes by bringing some color in from the bg. |
Stage 21: Now for any shadows I've missed in previous stages. Once again I'm using the same secondary and core shadows. I also noticed an anatomical issue with hir arm. I posed my own arm in that direction and noticed that the rotation on this image was incorrect. A quick change and now the muscles are in the correct positions. |
Stage 22: Reactivating the remaining color layers. The bands and jewelry are metallic so they reflect the bg perfectly so their existing color is exactly what will be need as a base color. |
Stage 23: Remember that the more shiny a surface the harsher the contrast between light and dark. The highlight intensity will also increase as well as the reflection of the environment. Because I've used blues to add shadows it stands to reason that shi is in daylight so I'm adding some sky blues to the metals. The coloring effect of the eyeshadow is simply a layer blending effect in photoshop. Just flip through them until you find one that gives you a good effect. Also remember the shade the eyeballs, it makes a big difference. |
Stage 24: Finishing touches. To get this visual effect I created a greyish overlay and then set it to vivid light in Adobe photoshop. |
Play: Watch the progression. Use the green arrow to restart, or the red arrow to go back to the previous stage. |
ActionScript [AS1/AS2]
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