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Mega Man UDON process

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Yellow Tracksuit Entertainment
www.DrawJinDraw.com

Mega Man UDON process

I was able to upload the full-sized image of the step-by-step. However, you will have to maximize the size of your viewing window, in order to see it. It will restrict you to the maximum resolution of your monitor.

So, here it is, with the details of how this piece came to be.

Mega Man UDON process

* Step 1 *
Creating a new layer named "rough," I start with a basic Photoshop round brush. Here are my brush settings:
- Shape Dynamic and Other Dynamic clicked on, ("Transfer" for later versions of PS) and set to "Pen Pressure"
- brush hardness at 80% and spacing at 1%
This is the stage where I figure out the composition, proportions, and perspective. I'm not concerned with detail at this stage. You just let your drawing hand loose to come up with something cool!

* Step 2 *
Using the same brush; once I have my rough underdrawing, I take the opacity of the rough down to about 15%, then create a new layer on top and start to detail the drawing.

This is the stage where I figure out the design elements and make sure the drawing is ready to be inked. If you look at the mechanical arms at the bottom, you'll see my lines start to get cleaner. The opacity has been taken down in this image, but my lines, at this stage, are usually darker that what you see.

* Step 3 *
I create a new layer named "line" and click the Other Dynamics off on my brush. I leave the Shape Dynamic set to pen pressure, and can now use it as a traditional nibbed ink pen.

This stage is just like inking a comic book, so try to stay fairly loose, so that you won't get bored with tracing over the exact same lines when you go to ink the image. Nothing kills momentum on a piece, more than having to trace over all your lines exactly as you see them. Where's the fun in that? :)

I'll start to add detail and finalize the designs of various elements. Once I'm finished inking, I click the "rough" layer off to reveal the clean line work.

* Step 4 *
I accidentally left the "rough" layer on, but you can see where I'm headed. With my "line" layer finished up, I set the layer to "Multiply," and create a new layer below it. Leave that layer style to "Normal."

By setting up my top "line" layer to Multiply, any layers below it will paint under the line art, and you will maintain your inks. I settle on a base color and use the paint bucket tool to cover the image. (Don't mind the face being a different color, that's not important at this stage, and I have no idea why I left his face that color in this step.)

* Step 5 *
I create a new layer on top of my base color layer, and using a custom brush, I paint my primary and secondary light source. The lighting will be refined as I go along, but at this stage, I have an idea of what the final image will look like.

* Step 6 *
I use the circle marquee tool to create the wall graphic in the background, and a custom brush for the horizontal ladder-like structures. In this stage, I start to add value to the structure around Mega Man's feet, and also play with the Levels to add some mood to the piece.

* Step 7 *
At this stage, I create another new layer and start to lay in the flat base color for all the remaining elements that haven’t been rendered yet. (You’ll notice that a few armor pieces have been rendered, but disregard that for now. I didn’t have the flat color layer saved for them.) By laying in the flat colors, I now see what the final image is going to look like, as far as my color palette goes. I usually start with a color palette at the very beginning, but I already knew what I wanted to see in this piece, so I skipped a step. Also, by laying in the flat colors, I’m essentially painting like I would in a coloring book. That way, I maintain all my shapes so that when I go into the final rendering, I can just select the painted area and paint with a mask on any area that I need—it’s just like using frisket paper in airbrushing. This helps save time, since you won’t have to go back and constantly erase the “overspray.” Each are of the piece gets its own layer. (eg. body base color, armor base color, foreground mechanical arms base color, etc.)

* Step 8 *
Create a new layer for each layer of flat colors you’ve just created and attach “dark” to the name. (eg. body dark, armor dark, etc.) These layers sit on top of each flat color layer. The reason I do this is so that I can adjust the dark values independently, and not have to worry about losing the elements I’ve painted, if something were to go wrong. I use a combination of the brush used in step 1, along with a basic soft brush that I use as an airbrush. To directly select an element to paint and use it like it was masked off, hold down ”command” (For PC users, I believe it’s “alt.”) and click the small image in the layer you want to paint, but be sure that your “dark” layer is selected, or else you’ll end up painting on your flat colors. “Dark” layer selected, hold down “command” and click only the small square thumbnail in the layer you want to mask off.

* Step 9 *
Again, create a new layer for each flat color layer and attach “high” to the name. (eg. body high, armor high, etc.) The layers, again, sit on top of each flat color layer. Using the same brushes as in Step 8, I start to add the lighter color values and pops of hot light. Be sure to use the same method of “command” clicking layers, to mask off the areas you want to paint. I’ve also added in the computer monitor screens at the top. The machinery on the bottom has gone through Step 7-8, and is being taken into the final stages, which I will explain in the next step.

* Step 10 *
Now that you have your light source, and the character and machinery values are all set, you’re ready to add the finishing touches that will help integrate all these elements together. Sampling a color from the orange light below Mega Man, I use the same brushes from Step 7-8 and start adding some rim light and bounced light to the illustration. This ties your image together, and adds some cool drama to the piece. I also add some cast shadows and played with the lighting from above Mega Man’s helmet.

* Step 11 *
You might be wondering why I haven’t touched the face by this point in the process. With this particular piece, I was fiddling with the face rendering for quite some time. I ended up scrapping my original—the face didn’t have any personality, and something about it wasn’t working for me. I started working on the new version of the face very late in the process. I will post a tutorial of painting faces at a later time, but for this piece, I use the same steps as I did for painting the body. Rush was also added in this stage—he was painted with just one color selected from the background, and given some value shifts and pops of medium highlights.

* Step 12 *
Rush’s shadow is added in, and I play with my light sources a little bit. Once everything is finished finished, I add a level adjustment layer on top of the entire image, and sign my name. Done!
Image size
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Comments6
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DWN-039's avatar
It's very weird that you couldn't upload the full size file, I've seen very huge images posted here :o

I'll keep an eye open for it on your site though, I love step by step pictures :)