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This contains any work elements,
usually masks, that I want access to,
but that won't appear in the final painting. |
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A simple group for the
background, whatever that happens to be. |
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I have a main group for every
major object in my painting. For example,
if I have 2 characters and a mountain, then I have 3 main groups named
after the element. Each
main group has some sub layers.
- On the sketch layer, I place a
rough painted or 3d sketch of the thing I'm going to paint.
- Soft
Shading is a layer set to Overlay where I paint large soft black and
white, to match the overall light of my sketch to the artwork.
- Rough
paint is where I start adding hand painted details, bringing the
element up to the 80% mark. Sometimes I'll combine these first 3 layers
into a single layer if I have a more finished looking 3d element I'm
using.
- Cast Shadow is where I add the cast shadow
of the element.
- Details is where I paint small details, plusing out the
Rough Paint.
- Material Texture is where I may place some texture from a
photograph set to Multiply, overlay, etc, to add texture to the
painting.
- Dark / Light is like the soft shading layer, except its
happens after all of the details have been added.
- Levels lets me to an
overall brightness color correction.
- Hue/Saturation lets me adjust the
saturation and Hue.
- I then paint bright Specular Reflections on the
object (if necessary) to help the object pop.
- Fog is where I apply
atmosphere so the object sits properly in the environment / background.
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Since many of my paintings
contain Mist / Fog / Atmosphere, etc, this
is the layer where I paint that stuff, ontop of the subjects of the
painting. |
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A few FX elements. I'll paint...
- Weather (Snow, rain, etc)
- Heat
Distortion (if the image is supposed to be really hot)
- Motionblur if an object needs to feel like it's moving fast
(I'll
frequently just do this in 2D using Photoshop's motionblur filter).
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This contains various lens
related effects...
- Diffusion is a layer set to screen for general glow.
- Glints is for
little stars that appear on super bright reflections.
- Lens Distortion
is where I may adjust the perspective of the paintings a bit to give it
a more dramatic look, like taking the photograph with a slightly
spherical lens.
- Flares is where I place Lens Flares (using subtlety of
course).
- DOF is where I blur out some features that are too close or
two far from the camera's focus.
- Chromatic Aberration is where I shift
the color channels slightly to give that broken camera sort of feel.
- And Vig is where I may paint a vignette, darkening the
edges of the
painting slightly to direct the eye to the subject.
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To make things feel a little
less digital, I'll frequently take scanned
images of dirt and grime and layer them inside this Group, setting
their Opacity to maybe 10% and setting them to alternate modes such as
Multiply, Overlay or Color Burn. |
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All my primary color correction.
- If the image is supposed to feel like
film, I'll add a film grain layer
- a shutter streak (this simulates
glow from previous "frames" of film contaminating the current frame).
- Next is a layer set to Overlay or Soft Light where I paint
Black or
White with a large round blurry brush at low Opacity, just to help the
lights and darks pop on the image.
- Contrast is just a levels Adjustment
layer, so I can make the image darker or lighter, or crush the blacks
or whites.
- HueSat is to adjust the saturation and maybe adjust the Hue
slightly.
- Tone Mapping is a Curves Adjustment layer, in case I want
to
do any major color shifts like add more blue to the darks (think a more
subtle version of what instagram does).
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I will then take all the layers
below, flatten them and place a copy in
the Final Group. Sometimes I will run this image through an external
program such as Magic Bullet's Photolooks to apply other filters,
placing the result of that into this group on top. |
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Any final super tweaky color
correction nodes. |
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Just my signature as a text
element. |