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Geo2d - Creating A Digital Painting From A 3d Starting Point
Geo2d - Creating A Digital Painting From A 3d Starting Point
Chapter 02
Page 10 | By Richard Tilbury
Chapter 03
Page 20 | By Alex Broeckel
Chapter 04
Page 26 | By Darren Yeow
Chapter 05
Page 34 | By Carlos Cabrera
Chapter 06
Page 42 | By Ioan Dumitrescu
Chapter 07
Page 48 | By Serg Souleiman
You can see the base images
and free brushes in the resources
folder that accompanies this
ebook.
3DTotal’s Geo2D Chapter 01:
Chapter 1
by Richard Tilbury
Why use SketchUp?
Google SketchUp is a free programme enabling
users to quickly and effectively build 3D environ-
ments using a number of intuitive tools. Unlike
most 3D packages it is very easy to learn and
does not require hours of training before decent
results are achievable. It is very versatile and
with regards to digital painting can prove an
invaluable tool in swiftly establishing a correct
perspective, as well as offering a moveable
camera in order to experiment with alternative
viewpoints and compositions.
Installation http://sketchup.google.com/
If you also check Views under View > Toolbars
In order to install SketchUp, click on the link be-
Once installed, click on the application shortcut you will see six small house icons appear below
low and go to Downloads on the left hand menu.
and you will be prompted with the following your toolbar (Fig.05). These will provide quick
Select the free version which is currently version
dialogue box in which you are asked to choose access to orthographic views, as well as iso-
a template (Fig.02). The scale and type of your metric. You will notice that I have also checked
scene will determine which you choose, but for Face Style in the list (highlighted in green),
the purposes of this tutorial we will select Archi- which has added some cube icons to represent
tectural Design – Feet and Inches. the display modes.
Toolbars & Menus This is basically where you can customise your
When SketchUp starts you will see a screen workspace and add toolsets to speed up your
resembling Fig.03. From the main menu click workflow. For additional help go to Window >
on View > Toolbars > Large Tool Set; this will Instructor; this will open a window providing
access more tools which will appear down the useful information on whichever tool you have
left margin. To change the display mode of the currently selected.
Basic Navigation
The key orientation tools you will use to navigate
in your scene are Orbit, Pan and Zoom, which
you will find on the top toolbar and whose short-
cut keys are represented by O (Orbit), H (Pan)
and Z (zoom). These can be seen in Fig.06.
Drawing Shapes
One way of using SketchUp is to create two-
dimensional shapes from which you can extrude
three-dimensional objects. Select the top view
and then the Line tool (Fig.07) and left-click in
the viewport to begin drawing. You will notice
that as you do so, the points will snap to the
green and red axes, thus easily enabling the
creation of right-angled structures.
Three Dimensions
When a shape has been converted into 3D it
can be edited further by using a combination
of the Line and Push/Pull tools. If you move
the Line tool along an edge it will snap to the
midpoint between opposing edges (Fig.13). You
can then make equally spaced cuts, as shown.
These new shapes can be pushed inward or
pulled outward, or alternatively a new shape can
be drawn and this can then be manipulated.
Additional Tools
A few other useful tools worth mentioning are
the Tape Measure, Protractor and Dimension.
The Tape Measure is used to draw guidelines
which can then be traced over with the Line tool.
In Fig.17 you can see that the tape measure
has created the dotted lines which can be used
as a guide to draw the windows an equal dis-
tance from the top and bottom of the block. To
delete the lines simply use the Eraser tool.
the angle using the guideline. In Fig.18 I have used the near corner as the
starting point, which I will mirror on the opposite corner.
Once the guidelines are drawn, trace them using the Line tool, as with
the Tape Measure. In Fig.19 you can see that the two angles have been
drawn and then the Push/Pull tool was used to extrude a roof shape
across the base block.
The Dimension tool simply adds a label to your scene, showing the
distance between two points. Click and drag from A to B and then drag
up or down to set your dimensions, once again This concludes our overview which I hope has here is to introduce the interface and value of
using the Eraser tool to delete when necessary at least introduced the main tools and their the software in terms of building a simple 3D
(Fig.20). functions. There are of course further lessons environment which can then be used in digital
to learn along with other tools and techniques, painting.
Cameras such as applying materials, but the main aim
The camera in SketchUp is initially placed at an
average eye level height, so for example when
you click on the Position Camera tool it will
zoom in and appear around head height from
the ground. In this sense scale is an important
factor in your scene.
Introduction
The painting that forms the core of this tutorial
will begin its life as a 3D environment within
the free version of Google SketchUp. This
programme is a very intuitive and simple 3D
modelling package that uses a limited number of
practical tools.
Using a combination of the Line and Push/Pull tools I add some detail and
balconies to the main wall (Fig.05).
Fig.06 shows the final scene with the inclusion of shading. The umbrella
frame was made using the Offset tool, as done with the walkways, and
then deleting the inner polygons before pulling out the framework. The
dialogue box for the lighting (inset) shows the four slider bars which
correspond to the month, time of day, as well as the tonal range of the
lighting.
and paint in a soft green area surrounding the bulbs (Fig.17 – 18). Once
blurred and set to Screen blending mode it makes a big difference, and to
further the cause I also add a gradient layer below this, set to Multiply at
60% Opacity. This blended from a cool foreground green to a warm off-
white in the distance. Not only does this intensify the umbrella lights but it
also serves to separate the foreground and distance.
Final Refinements
The painting is at a stage where it can almost
be called complete, aside from a few minor
tweaks which will further enhance it. One area
Conclusion
It has been regarded by many traditional artists
(including myself to a degree) that using 3D as
a template for a 2D painting promotes a less
skilful approach. It is undeniably true that by
drawing this particular scene as opposed to
using 3D would have required a greater regard
and understanding of perspective, and that
creating an accurate replica would be far more
challenging. However, it also follows that by
creating a digital version of a concept is also far
more forgiving a process than using actual paint
and brushes.
Richard Tilbury
For more from this artist visit:
http://www.richardtilburyart.com/
Or contact them at:
rich@3dtotal.com
The base image for this chapter can
be found in the resource folders which
accompanies this ebook.
3DTotal’s Geo2D Chapter 03:
Chapter 3
by Alex Broeckel
Software Used: Google SketchUp and
Photoshop
Step 01
Fig.01 shows the mesh I am going to use as
base for my painting. It’s basically just a few
rectangular and circular shapes extruded to
form a building with one open side. SketchUp is
ideal for creating quick base meshes in perfect
3-point perspective. You can even define some
camera parameters, like Field of View, to get
different types of perspective. In my case, I
adjusted the Field of View by going into Zoom
mode and typing 40mm into the input field at the
lower right. Now the scene looks like it was shot
with a 40mm lens!
Step 02
To prepare the scene for some over-painting in and there I switch off all extras, to get rid of the settings in the dialogue to high resolution
Photoshop, I don’t prepare any mask renders everything else but pure black lines. I also do values, like those shown in Fig.03. This method
like what has been shown in the first part of this set the background color to white and switch off generates a clean line rendering of the scene,
tutorial. I rather prefer to do a high resolution sky color (Fig.02). which I will import into Photoshop now. Because
line rendering of the scene to have a great it’s black and white I can put it on a new layer
tool for quick selections using Photoshop’s Step 03 and set its mode to Multiply. I’ll also lock the
Magic Wand Tool. To do this, I open the Styles To render the selected view, I choose Export layer completely because I don’t want to
dialogue window from the Windows menu, > 2D Graphic from the File menu, and adjust accidently paint into it later.
Step 05
The next steps are pretty repetitive: I select
areas with the Magic Wand Tool and paint in the
basic lighting of how I imagine this place to be
lit. I start by defining the darkest areas first, and
adding brighter areas throughout the process.
I tend to paint these values low in contrast. It’s
much easier to increase contrast later than to
reduce it. Fig.05 shows how the image looks
after five minutes of painting.
Step 06 Step 07 a new layer on top of all others and fill it with
While painting the details, I am still refining the a concrete texture from my texture library.
Because I think it is OK as it is at this stage, I
lighting of the scene by defining more and more (Texture libraries for 3D programs are a great
am using the Image > Adjustment > Levels to
areas with the help of my line rendering as a resource for such textures. Try CGTextures.
increase the contrast a little before I start to fill
guide. Until now I’ve used almost exclusively com for free textures to use in your paintings.) I
the scene with details. Since there are none of
Photoshop standard brushes. This is because, set the layer mode to Soft Light and adjust the
until now, it has been more important to me to layer’s Opacity a bit to blend the texture nicely
have the right colors and lighting than to use into the background. But this doesn’t quite
any fancy brushes. work without erasing large parts of the texture.
Without erasing them, the viewer’s eye would
I’m painting in some details on the ground now easily recognize the overlay as a single texture.
to give the viewer a better understanding of After erasing, the texture layer alone looks like
size and perspective of the scene. And since what can be seen in Fig.08.
Step 10
It’s now time to add some rain – on a separate
layer – to push the depressing mood of painting
a bit more! For the rain I choose a color slightly
brighter than the ground, and an almost white
shade for the areas where the lights in the
background lighten up the raindrops (Fig.10). and apply an Unsharp Mask filter with very low And with this final step done, I can call the
values to the new layer (Fig.11). Because I don’t image complete (Fig.12 – Final). I hope this
Step 11 – Final want the image to be sharpened completely, I process has been helpful, thank you for reading
As the final step I decide that some sharpening take a large Soft Round brush and erase out the along with this tutorial.
will help the image in certain areas, so I flatten parts of the mask where I want the image to be
the whole image, duplicate the resulting layer, less important.
Alex Broeckel
For more from this artist visit:
http://www.alexbroeckel.com
Or contact them at:
alexbroeckel@googlemail.com
The brushes and the images for this
chapter can be found in the resource
folders which accompanies this ebook.
3DTotal’s Geo2D Chapter 04:
Chapter 4
by Darren Yeow
Software Used: Google SketchUp and
Photoshop
Introduction
Designing environments in a three-dimensional
space incorporating lighting cues, mood, and
spatially representing objects in relation to
one another are important skills in allowing
the art department leads to make decisions
early. Understanding perspective and volume
in three dimensions are essential to being able Therein lays the crux of this tutorial – that is to you with the final image. My conservative hope
to successfully undertake such a task, but undertake basic scene design, similar to that is that by following along with the steps, you will
it may not always be desirable to start from in film or game pre-production, leveraging the be able to arrive at a similar visual conclusion
scratch – establishing the horizon lines, plotting flexibility and rapidity of using a 3D modeling and then get excited enough to extrapolate the
the vanishing points and then constructing the package. lessons learned into your own pieces of artwork.
objects in relation to these constraints.
The scene I am looking to create is an area set So without further ado, let’s get on with the
As in any production environment, time is within a third world country, late in the afternoon, show!
of the essence, and this directly translates lending itself to long cool shadows and warm
to the expenses associated with a project object colors. Due to the setting, the piece will Step 1
and additionally increases lead times on necessarily include the use of texturing to bring Here we can see the initial base geometry as
making decisions. So taking advantage of any a visceral feel to the world, and I’ll be using a created in Google SketchUp (Fig.01). As you
techniques or skills which can expedite the lot of earthy colors and an execution that will be can see it is all very rudimentary, although I
process is very valuable to those involved. This quite painterly with an abundance of application have turned on the shadowing (View > Toolbar
is where using a program such as Google’s strokes. This is in stark juxtaposition to sharp > Shadows > Display Shadows) as I find it
free software, SketchUp can help: it allows clean lines, which is an inherent pitfall when is one of the more tedious things to illustrate
objects to be blocked out quickly and efficiently, painting over perfectly rendered polygon edges. manually.
convergence is automatically taken care of,
rapid prototyping of various object placements My focus is to impart procedure and technique Keeping the geometry simple is a conscious
can be undertaken, and complex repeating that will be applicable across all manner of decision which necessarily requires me to add
elements can be duplicated in a split second. subject matter and era, not necessarily to wow in the detail work by hand, rather than slaving
Step 2
When the base modeling has been created,
I bring up the Styles dialogue box (Window
> Styles) which allows me to alter the style
from the generic SketchUp modeling style into
something that will help my painterly style later
on. In this case, I choose the PSO Cursive style,
which adds a background texture resembling
that of pencil texture on paper, and the lines
also look like ruled graphite (Fig.02). Overall, it
looks less computer generated and will help in
the rendering of the image.
Step 6
Create a duplicate of the texture (Layer > New >
Layer via Copy) (or Ctrl + J), and hide it so you
can reuse it later.
Step 8
In order to take advantage of the underlying
colors of the image, the layer needs to be set
to an alternative blending mode, so choose the
Screen mode.
Step 10
We are looking to achieve a painterly rendering
style in this piece. As a result, a helpful step I
often include when I am working in this style is
creating the rough application of paint with a
custom made palette knife type brush that I use
for this task (free for download with this article –
just click on the Free Brushes icon) (Fig.10).
Step 11
At this stage, I want to start adding in the semblance of detail, alluding to
things such as signs, shadows being cast from elements outside of the
visual extremities of the image, and shade cloth over windows.
I use a soft edged brush for this task (Fig.11). I tend to use Airbrush Soft
Round for general purposes when I have no pressing need for other
effects – it’s a fast brush, good for approximating form.
Step 12
When I am happy with the image’s overall composition, I then create a
duplicate summary layer.
A duplicate summary layer is essentially a layer above all other layers that
is created if you flatten all the prior layers and then create a duplicate of
that layer. I do this as a way of shifting my tonal range into something a
little darker (Fig.12).
Step 13
This step focuses on increasing the depth of the
shadows; alluding to some ambient occlusion
around the base of objects and working in
some slight vignette effect towards the outer
extremities are the main areas of focus (Fig.13).
Using the Airbrush Soft Round suffices for these
tasks.
Step 14 Step 15
Next is another iterative pass at adding in more Still adding in more detail here, I’m
detail to fill up those areas which seem a little concentrating on filling in the colors of the
sparse, punch up some of the colors, and to shade cloth and adding miscellaneous objects
work in some lighter color around the top of the underneath some of the covering, placing
central structure to create a bit more contrast in various pipes on the tops of buildings to break
order to draw the eye (Fig.14). up their silhouette (Fig.15).
Step 17
This is another iterative detail adding step now.
I take care to balance where I am placing the
objects; I like to work the image up as a whole,
rather than working on any one individual area
at a time (Fig.17).
Step 18
At this stage, I am comfortable enough with how
the image is coming along to start sharpening
up the details on the central structure and the
surrounding areas, like the tops of buildings and
the cloth coverings (Fig.18).
Step 19
I feel that the ground needs an extra level of
detail here; some extra texturing that will sell the
surface as dry, cracking ground. So I do a quick
search on Google and end up with the texture
as displayed in Fig.19.
Step 20
On the basis of steps 6 and 7, I place the
texture onto the ground plane and work them in
by erasing where necessary, desaturating the
color (it’s the texture information I want, not the
color) and changing the layer blending mode to
Overlay.
You can see from this simple step that it adds a image – such as the harsh shadowing at the In all, once you get comfortable with the
lot to the surface of the image (Fig.20). lower left extremities of the debris and junk. process, you can typically finish one of these in
around 4 hours – it is then up to the art director
Step 21 – Final Conclusion to determine the level of finish they want.
In finishing off, I replicate a few steps from Although I’d still consider this image a work
earlier on, such as adding some brick textures in progress ripe for more refinement, for the
to some of the walls, adding corrugated iron to purposes of this tutorial I have covered all Darren Yeow
some slabs of color, and painting over some the essential steps required to create an For more from this artist contact them at:
areas which I deemed intrusive to the final environmental concept built upon a 3D base. darren@stylus-monkey.com
Chapter 5
by Carlos Cabrera
Software Used: Google SketchUp and
Photoshop
Introduction
In this workshop we’re going to be working on a
speed painting using base geometry created in
the free software, Google SketchUp – nothing
too detailed, just a couple of boxes as buildings,
and a simple robot creation (created using
the Google SketchUp tutorial featured at the
beginning, by Richard Tilbury, as a guide).
SketchUp
SketchUp Render One
close to the robot’s leg, in this case, to help me SketchUp Render Two
We have two SketchUp renders to start working
with understand the proportions and scale in the For my second render (Fig.02), I took away the
with. The first one is a base render with the
scene. edges and added more contrast to the image;
edges turned on (Fig.01); this image will be
you can see how the shadows pop up a bit
perfect to use to check our perspective lines,
Concept, Mood and Color more and the middle grey appears between the
buildings and robot shapes over the top of our
The next step is to use your imagination; you shadows and highlights.
painting later on. I can also use the little guy
have to elaborate in your mind the mood of the
painting you are about to work on. In my case, Photoshop
I’ve envisioned a sci-fi scene like the ones we Add Color!
used to see in the cinema back in the 80s. I Now it’s time to add some color to our painting,
love old sci-fi movies so I’ve decided to paint so open up the image in Photoshop (or your
something with predominately cold colors, with favorite painting software) and add two new
just simple touches of warm ones. layers. Fill these layers with cold and warm
colors. I fill the first layer with a blue (cold) and
So, that is my palette and my mood for this the second layer with a brown or sepia tone
illustration defined. Now onto the second render (warm).
before we start painting.
The Robot
Time to paint our robot now! With the Lasso
Tool and the Elliptical Marquee Tool, we can
start to add shapes to our robot design. Make a
selection with these tools and paint with a soft
brush (with the Pen Pressure set to Opacity)
inside the shapes. This technique takes some
practice to get right, but you’ll find it really useful
for speed paintings or concept artwork.
Details
On a new layer now I add the POLICE text
and the robot’s identification number, following
the shape of the robot using the Warp Tool
(Fig.09). This is one of the most useful tools in
Photoshop!
Chapter 6
by Ioan Dumitrescu
Software Used: Google SketchUp and
Photoshop
Introduction
It’s always a good idea when creating concept
art or illustrations for games, movies and the one. I can then create the intersections, which pass through – all done using the Rectangle
like, to use whatever means and methods I imagine to look like strong beams which the tool. I also create a low ceiling above each of
necessary to make your artwork quickly and locomotives might use to get across to the other the passageways and close the middle part of
easily. In the case of this tutorial I will be using side. the three sections of the wall. On the right part
a simple 3D base which I’ll create in Google I pull the pillars up to the next floor and add
SketchUp as a mockup for a Photoshop I use the Rectangle tool and start making lapped decks for potential people passing through. I
painting. boxes which I will then extrude with the Push also make some intersecting platforms between
tool. After making one section of the beam, I the left and right structures whilst thinking about
Google SketchUp multiply it and move it on the first mirrored deck. accommodating possible functions within a train
I start with a simple idea in the back of my I then make double pillars with a diagonal metal depot.
mind of a sort of train depot where locomotives element for the structure above, in-between
are traveling in and out, loading cargo, and them, so that I can give my future painting To finish off the 3D part of the work in Google
transporting people. So to get things moving, a believable, industrial look. Other diagonal SketchUp, I make sure I enable the three-
in Google SketchUp I begin by building some beams coming from these pillars will sustain the colored Axes under the View menu, select Face
simple platforms as a starting point (Fig.01). I bridged sections. All shapes are created with the Style > Monochrome, and go to the Window
choose a simple profile shape and then extrude Rectangle tool or the Line tool, which can create menu where I select Styles > Default Styles
it outwards. I copy the profile section and mirror planes and volumes if used in three-dimension. > Engineering Style. For the Camera setup I
it so that it’s not too far away from the first choose Perspective from the drop-down menu.
On the left side I want to mirror the diagonal I then rotate the scene, searching for some
feeling from the right side, so I firstly make some cool viewpoints. When ready I can then export
pillars, and then create walls for each pair of my chosen view by going to File > Export > 2D
pillars (Fig.02). I play around a bit here with the Graphic (Fig.03).
silhouette of the structure, just to spice things up
a little. When happy, I go on to create a series The cool thing about this 3D scene is that you
of open and closed spaces between each wall, I can always go back and add new levels or
for the locomotives, people, and cargo to all find new points of view if I want to make some
Overlay and Color layers (Fig.05). to the other. The space at the top of the image
Photoshop From this point on I start to define the arches is a little disturbing for me though as it’s allowing
I take the Google SketchUp scene into and pillars. For contrast I use a white wood the eye to slip from the frame, so I’m going to go
Photoshop now where I can start sketching on material for the pillars and arches on the right- with a classic steampunk/industrial theme here
top of it, on a new layer, to try out some ideas hand side, with a green metal to achieve a more and add a glass and metal rooftop to my station
(Fig.04). While I was making the 3D image I industrial, steampunk look to them (Fig.06). scene. To do this I paint lots of straight lines on
was already thinking about locomotives, metal a separate layer and then simply put them in the
arches, cables, glass facades and so on, so Right now I’m pretty sure of where I’m heading correct perspective. To stop the eye getting tired
here I can start to build these ideas on top of the with this image, so I bring in a couple of textures from all those lines, I add some colored patches
3D render. I also decide to widen the frame to now for the huge stone pillars on the left and of glass for contrast and interest (Fig.07).
give the scene the more cinematic look that I’m for the locomotive in the foreground. I make a
feeling for this image. few Levels and Color Balance tweaks to get Remember to flip your image from time to
them into place, and then start painting on top time to help you spot mistakes or disturbing
I never repeat the same process in my images, of them. It’s good to have as much texture as areas. People often make fun of me, saying,
and it was no different for this image. I start possible from the start which matches the kind “You rotated it again!” But that’s just because,
out in black and white to establish my general of look you want, just to give you a good base composition-wise, I only decide just before the
values, and then add color to the image with to build upon. It’s also important to decide on final save as to which way it looks best.
your lighting scheme from the start, too. I want
a dramatic sunset lighting scenario, coming I add some balconies between the pillars to
in from the left of the scene, to get that gold, give it a more familiar look and to add some
steampunk feeling across. I knew from the depth. This also makes the viewer wonder about
beginning that this kind of lighting would define what actually happens there; whether there are
the space better between the pillars and give offices or just passageways up there.
some interesting shadows that fall upon the
bottom deck and on the locomotives. The next step is to finish the background (which
is bugging me). I decide to go for look similar
I keep refining the shapes on the right-hand side to old train stations and create a huge, intricate
and bring in some of the white from the left-hand façade of metal and glass, which fills a great
side just to encourage the eye to travel from one space within the frame (Fig.08).
Ioan Dumitrescu
aka ‘Jonone’
For more from this artist contact them at:
jononespo@yahoo.com
Chapter 7
by Serg Souleiman
Software Used: Google SketchUp and
Photoshop
Rulers turned on, click-and-drag on the top ruler points on it. To do this, use the Line Tool and
guide to pull down a line guide onto the horizon follow along one corner of the structure. Where
line (Fig.01a). your line meets the horizon line is your right-
hand vanishing point. Mark this with a vertical
With the horizon line now marked out, you need ruler guide (Fig.01b).
to find where your two vanishing points will fall
little off the left and bring more of the train on the which I have decided to incorporate into my I flip the image, and on a new layer I add
right into view (Fig.09). I’ve found a texture on background, as well – also from CGTextures. some atmospheric fog over the distant factory
CGTextures.com which is very useful for the old com. I’ve had to adjust the factory to fit the buildings, as well as applying a few other
train; and while looking for the train texture I also vertical vanishing point using the Transform textures to the walls and ground to bring out
came across a great factory reference image Tool. more detail (Fig.10 – 11).
In the final steps now, I add some haze to the light with a large soft brush, and setting the layer I tend to flatten the image at this point so I don’t
image, along with the kind of light ray you might to Screen or overlay to achieve the right effect get overwhelmed with all the layers. It also
see coming through the clouds on a cloudy (Fig.12). This little trick adds more intensity to helps to make it feel like everything is coming
day when the sun is strong! I have done this by the focal area! together. And with the image flattened, I can
simply adding a new layer, painting in my ray of now go in and add detail on a new layer. I’m
Serg Souleiman
For more from this artist visit:
http://artofserg.com/
Or contact them at:
sergdls@gmail.com
The base image for this chapter can
be found in the resource folders which
accompanies this ebook.
3DTOTAL.COM
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This mammoth 161 page eBook is an extremely detailed exploration of the techniques and design approaches
behind creating epic and lavish digital artwork relating to the theme of Space and Science Fiction.The series is
divided into three main categories; Planets & Starfields, Transport and Environments and spans across 12 in
depth chapters in total. The tutorials on offer cover a multitude of techniques and useful tips and tricks to
painting all aspects of space and deals with the tools in Photoshop used to create such effects.
Tutorial by: C M Wong | Platform: Photoshop | Format: DOWNLOAD ONLY PDF | Pages: 161
Introduction
The Matte Painting eBook is a 39-page guide showing you, over
5 parts, the basics of Matte Painting, whilst also giving some
more advanced techniques in the final chapter. We asked industry
professional, Tiberius Viris to take an interesting photograph
and to create an easy-to-follow set of tutorials about how to add
varying conditions to this – or any other – scene.
Chapter 1: Day to Night Chapter 2: Sunshine to Snow Chapter 3: Storm Chapter 4: Fire and Smoke Chapter 5: Tips and Tricks
3DTOTAL.COM
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This tutorial eBook will take an in-depth look into the process of designing vehicles, beginning with the concept
stage and following through to a final design. We will cover sketching approaches used to evolve and refine an
initial idea, and show the techniques used to produce a number of drawings, exploring a variety of designs.
The tutorial will then move onto creating a finished design and placing the vehicle in a simple scene and
addressing the issue of rendering the various materials that make up its construction. The importance of
perspective will be explained before concluding with a chapter on adding design details and lighting effects.
Original Author: 3DTotal.com Ltd | Platform: Photoshop, Painter & Alchemy | Format: DOWNLOAD ONLY PDF
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These 70+ page eBooks are a collection of “Speed Painting” tutorials which have been
created by some of the top digital painters around today. The idea behind this tutorial series
was for the artist to interpret a one-line descriptive brief (provided by us!), create a speed
painting from it and then produce a tutorial showing and explaining each stage of production
of the artwork. Some of the artists have also kindly created some unique brushes which can
also be downloaded at the end of their Speed Painting tutorials.
Original Author: 3DTotal.com Ltd | Platform: Photoshop | Format: DOWNLOAD ONLY PDF
3DTOTAL.COM
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The Hair & Face Painting eBook is a 51-page guide on how to paint wonderful looking hair, sumptuous lips,
striking eyes, perfect noses and elegant ears. So if you’re looking to achieve that extra level of realism in your
character’s face, or simply want to brush up on your knowledge of facial anatomy, then this eBook is just what
you’re looking for!
Original Author: 3DTotal.com Ltd | Platform: Photoshop | Format: DOWNLOAD ONLY PDF | Pages: 051
3DTOTAL.COM
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In the second volume of our Custom Brushes eBook series, we have asked six industry professionals,
from the likes of Carlos Cabrera, Nykolai Aleksander and Roberto F. Castro to show us the techniques
that they use to produce custom brushes. Spread over 48 pages and split into 6 chapters, we cover topics
such as Fabrics & Lace, Leaves & Tree to Rock/Metal and Stone. Our artist will show you the importance
of finding good reference images to base your brushes from, to knowing your subject matter.
Original Author: 3DTotal.com Ltd | Platform: Photoshop | Format: DOWNLOAD ONLY PDF | Pages: 049