Showing all 135 replies.
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File: 1771713641034925.png (105.1 KB)
>you can actually see the aliasing from the laso tool because of the lazy rendering
>that fucked up arm
>that nose and ear
>entire thread made over a generic anime girl on white background
This fucking board man.
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File: rendering.jpg (193.5 KB)
>>7929004
This is the easiest way that I've found to do it, to demonstrate I turned the drawing into black and white. It would have been easier to demonstrate if the artist kept the lines for the abs but it'll have to do.
Okay the arms and face are just flat colors, nothing to interesting, but for the rest this is what you do
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File: rendering4.jpg (277.1 KB)
>>7929244
And then on the layer where you enabled the mask, select the mask(the pure white shit that just popped out) and use a soft eraser and block out where you dont want the shadows/where the light should be hitting. And use a BIG eraser too, like that really helps with shit like rendering big tiddies to make em look soft, you kind of want to erase in one stroke and not constantly erase, it helps keep the edge of shadows more crisp
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File: rendering5.jpg (297.0 KB)
>>7929249
And then after that you can just keep building on top of that normally on another layer. If you want to keep crisp lines you lay a good swatch of color down and blend in the middle but not at the edges to keep the lines
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File: rendering8.jpg (311.0 KB)
>>7929258
Then further refinment, esoft eraser when you can, etc.
Also if you use CSP I can not recommend their default Flat Marker Brush enough. Shit with an edge is great for getting crisper shadows, and they can change the angle of it to get a wider swatch of color.
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File: rendering9.jpg (329.4 KB)
>>7929260
The only thing that seems hard for me to figure out is the way the artist renders the nipples, there is a slight texture to the pink so they may be using a textured brush for that. Its either that or it may be because I'm using a mouse to render this so I dont have the pressure sensitivity to pull it off.
But yeah the techniques themselves are simple, the rest is just refinement from there.
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>>7929151
It's not sweat. If you look very closely skin is actually bumpy like that. I'm pretty sure that those are pores, and when you shine light on skin in a certain way you can actually see them like that. perhaps it is easier to see if the skin is wet or moist.
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>>7929004
By learning how light and shadows work. Also color theory if you want to color stuff.
Not that it will help you in any way, since you are a lazy idiot and thus incapable of learning and/or applying any of this shit.
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>>7929281
Very good attempt at emulating their process. I'd say for the most part you aren't far off in their rendering process. The biggest thing missing is your ambient occlusion pass as that's what's going to give it the feeling of form yours is missing. Your shadow values are also too light and cool, they're making the skin look more dull and flat than ref. Overall it's a good job of a process breakdown.
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File: masking.jpg (334.0 KB)
>>7933199
Well theres two answers for that. The obvious one is just taking existing color palletes that are out there and just use the color picking tool cause its not like human skin is the most unique thing to render, but I assume you mean if you already have a pallete but decide later on the colors aint looking right
For that, thats where the original point of the masking layer comes into play. You see the point of editing with the mask layer is that you do all the rendering techniques on the mask itself, but the original layer remains untouched. That way, you can still keep all the rendering that you know for sure works, but if you dont like the colors later on you can select the original part of the layer to edit and change colors as much as you want until you feel you settled on something good
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File: masking1.jpg (317.9 KB)
>>7933215
Like here in this pic I selected the masking layer, but I didnt edit the mask itself where I did all the erasing for my rendering. What I did instead was select the original flat color that I had, selected a different value, and just used the basic bucket fill tool to change the value. And if you dont like it just undo and keep changing to you hearts content(you can do it with the original flat color layer too for all I care cause in my breakdown you never actually edit the flat color layer once you lay it down)
However I would say this is the stage where you decide what colors you will want to use moving forward. Like in my file I had those steps where I indicated the abs but with this change to the darker more orange value those colors I used dont look good anymore.
Honestly though when you get to this point in the rendering it should be obvious what works and what doesnt, from a color perspective at least
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File: masking3.jpg (347.2 KB)
>>7933232
Like just to make it REAL obvious I changed the skin to shades of blue, and again didnt have to touch the actual erasing I did for the rendering. Just selected the actual color part of the layer and changed it to blue. Same for the flats. And thats it. From there it should be easy to decide what additional colors you might want to add like a highlight color or a third more darker value that has some color to it to add variation to your shadows or whatever
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>>7933248
Yeah I guess I should just stick to a few palettes and color picking from other sources for now. I was under the impression that I should be able to tell and pick the correct colors from the color wheel right off the bat, but maybe I should ease myself into it a bit more first. Thanks man.
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File: 1752194404524652.jpg (611.0 KB)
>>7933384
Beyond obvious that OP is cheating in a way or another. Coloring and Artline is not art, you are not creating art by copying AI or copying a 3D model. Pretty simple to understand no?
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File: locking_pixels.jpg (209.7 KB)
>>7933206
Nah yeah Im aware, like I didnt talk about how your supposed to lock the transparent pixels in your line art layer so you can paint the lines under her boobs that dark brown red easily. That one I should have mentioned cause it be useful. But my point wasnt to recreate this shit one to one the point was to show the process, cause the most complicated part of this piece is the actual underlying drawing itself cause you do need to know where the abs are and where to indicate the ribs from this angle, but the actual rendering of the piece is easy. Like those white pores for instance are just repeated dots that the artist probably had to tap away at on their tablet, and while I recognize I could have gone further its not my drawing(and doing this shit with a mouse fucking hurts) so I didnt feel like going beyond a first pass. Like Im sure anons who see the progress can understand how to get to the final OP image result with just actual refinement.
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>>7933559
Multiply layers are used to create a consistent shadow value that is affected by the local color. It's a very fast and cheap way to get your and base colors. Also makes tweaking for things like mood very simple. Since many professional digital artists use this routinely in a workspace that requires fast tweaks or iterations, it trickled down to laymen. My advice is use multiply layers, but don't let it substitute color theory. Selecting colors specific to material or mood is sort of the refinement process after you use multiply layers.
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File: masking4.jpg (156.3 KB)
>>7933605
I mean thats basically how I view masking layers anon. I can edit shit without ever touching the OG layer. But the added benefit is that I can manipulate two things at the same time like I showed in this post>>7933248
I changed the color to blue without having to touch the edits I made on the mask. If I had just did everything in one layer I couldnt just change the color in a simple click cause I would lose the gradient effect I had going on. Like changing the values was easy with masking but here without the mask if I just do a simple paint bucket I lose the effect I had going on with the soft gradient. It just becomes solid color and doesnt even apply to all of them cause technically the pixels at the edges had a different value cause of the soft erase.
Like Im sure you could change the colors some other way and keep the effect, but for my monkey brain its easier with masking and I can see changes faster
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>>7929004
you put a blindfold on and forget that bounce light exists, thus make values way too dark, but also imaginary shadows on the abs, nice HONK HONKERS but i cant be polluting my images collection like that...
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shit since it doesnt seem anybody mentioned it, those ab lines should be fleshed out with hue shift + like 1 darker value (see 10/11 value scale)
tfw when you post a comment for people who know what you are talking about to agree with but for people who dont know to just scroll by, effectively meaningless...
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>>7933565
>>7933586
to add to this for completeness, multiply is literally RGB multiplication: given a pixel in the top layer (A = (Ra, Ga, Ba)), multiply the corresponding pixel with the visible image/layer (B) below -
where C is the final pixel, and the RBG value range of 0-255 is normalized to 0.0-1.0:
C = (((Ra * Rb) / 255), ((Ga * Gb) / 255), ((Ba * Bb) / 255))
outside of math, the practical applications are this:
1. you can use any color, not just black and white, with multiply layers, and pure black and white - pure white on the top layer is effectively 0 for all channels (eg nothing about the layer/image below the multiply layer is changed) and pure black is effectively 1 for all channels (eg the bottom layer is covered in pure black). other colors do not have these properties since at least one channel (eg R, G, or B) will be between 0 and 1
2. multiply can be a bit of "fishing with a shotgun" tool - it can be easily abused if you aren't consciously considering your values, and can make your shadows look "off" if you choose a poor color. you can adjust the opacity and soft erase the layer just like any other layer to shape it as well, which can be useful in getting the right color blend you want. since alpha channels aren't considered on a multiply layer, adjusting the opacity on a pure black layer *will make the layer/image below it visible*. pure black is still not recommended despite this, since a semi-transparent pure black multiply layer *is functionally the same as a semi-transparent normal layer*, and a semi-transparent pure black shadow almost universally gives poor results - it almost always lacks color harmony and just makes your shadows look muddy. tldr - don't use pure black, consider warm/color relationships when picking your multiply layer color, and opacity can be useful for dialing what you want when you have a good color picked
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>>7933982
That's a really nice reference. The perspective, the flow of the limbs, the beautiful oranges tinting towards vibrant pinks contracted against the cools of sky with the blue swimsuit as a compliment and contrast. I wanna paint itt
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>>7929051
this sort of petty minutia would never be noticed by the work's intended audience
>inb4 so im right then
im not saying you're right, but i am saying that zooming into an anime girl's sternum to pick out apparent flaws is missing the forest for the trees, especially when this work did half a million impressions on twitter
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>>7934008
It's actually a blackpill lmfao cause by all means it's pretty sloppily done. The close you look the more laziness you see. The fact that a 3d model was most likely used is just the cherry on top. I can't even blame the artist, to me it seems they're just being pragmatic about how they produce art since they've gotten to the stage where this is their job. Who isn't going to cut corner at work? Especially when the customer is willing to consume anything long as it gets their rocks off.
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>>7934012
you deeply overestimate the discernment of the average eye, and the willingness for the established and experienced artist to care about this sort of thing. whether it's 3d traced/bashed or rendered in a hurry is largely irrelevant.
>It's actually a blackpill
knowing your would-be fans aren't combing the pixelated details of your (lowered resolution) pieces, gladly enjoying it a healthy distance away from the screen as intended, is a "blackpill"?
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File: rendering10.jpg (347.2 KB)
>>7933304
>>7933438
>>7934080
Ah, my bad anon, I forget to tell the anons in this thread the final step to the process which is draw the rest for yourself you worthless cunt my fucking god Im not a render monkey
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File: rendering_abs.jpg (297.4 KB)
Fuck might as well post the rest of the steps for the anons who arent fucking retarded.
If anyone asks again its just fucking refinement. All I did for most of this was just lay down color and just use the fucking blend tool. Any sharp edges you see was just fucking using the line tool or flat marker and just soft erasing or again just blending
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File: 1757097574121527.jpg (44.4 KB)
>>7934668
>>7934670
>>7934671
>>7934672
Random lurker in this thread but am I the only one that thinks rendering looks boring as fuck?
I just wanna jam a pike in my throat every time I see people spend hours meticulously rendering something that someone will take a half-second glance at before moving onto the next picture in their feed.
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File: rendering_abs4.jpg (314.9 KB)
>>7934672
And there ya fucking go. Turn on the layers I had for the tits and you get this >>7934582
>UUUhhh-erm, but the RIIBS~~~If I cant see every single break process breakdown I sperg out an a chinese basket weaving forum!!!
Im sure you can figure out the fucking rest, the other anons here fucking did
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>>7934674
No, you just think this specific slop rendering style is boring as fuck. There are many very unique and beautiful rendering styles but you don't see them until they become popular the imitated and oversaturated to the point of nausea. It's only exaggerated by the talentless jeets and kikes that frequently scan for new styles to rip and steal then spam the internet with.
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>>7934674
OP's image did not take hours to make nor was it meticulously rendered. It's a very sloppy drawing that passes because of the subject matter, I bet you if you asked them they'd say this was a lazy sketch because of how unpolished it is. Once you have a workflow worked out, you can shit drawings like this out within a couple hours. Really good artists can shit something like this out in an hour with an efficient workflow.
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>>7934674
As the anon who was making this breakdown, nah I 100% agree it is. I mean the benefit is that you can zone out to some music or a podcast while doing it cause after you know how to do it its fucking mindless otherwise I wouldnt go any farther then like fucking manga/anime art for coloring. Painting backgrounds can be fun still though
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>>7934674
... You do realize that hatching, half tones, stippling, etc are also rendering right? Like color isn't exclusive to Rendering. Rendering is just adding value and details to describe forms. Holy shit what even is this thread dude
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>>7934712
i dont do any of that, I HATE RENDERING FUCK RENDERING I WILL NEVER RENDER ANYTHING I WILL BE A SKETCHLET FOR THE REST OF MY LIFE AND SPEND A MINIMUM OF 20 MINUTES PER DRAWING AND YOU WILL NEVER BE ABLE TO STOP ME
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>>7934570
i didn't. the rest of your post hinders on a presupposition that a 3d model was "most likely" traced or extensively referenced. it doesn't need to be addressed because it's a flawed take, not that referencing 3d models matters anyway.
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File: file.png (15.8 KB)
>>7937188
Correction -> Tone Curve (layer)
Set the correction layer mode to Soft Light
Set the correction layer opacity to 38%
Adjust the curves that the hit the most prominent peaks.
You now have optimized your values (as far as they can be optimized without changing anything directly). Does not work cumulatively.
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>>7937193
>im agreeing with you
>but only if you implicitly agree that this artist's audience is tasteless, his work is slop, and ignore the premise of my last post. im also still able to lie about what i said; that is, calling an artist "pragmatic" and lazy and a corner cutter for *allegedly* using 3d models that i alone was alleging, and that corner cutting is indicative in the work.
>im going to call you a retard for good measure
kill yourself
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>>7937229
>artist's audience is tasteless and his work is slop
Correct, you having shit taste does not change that, you stupid nigger. If anything his work probably would have benefitted from tracing 3d, I mean fucking hell, just look at that arm.
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>>7939608
Shouldn't this be a good thing for a fag like you? normies have low standards and are the people that actually pays for art the vast majority of the time. if you don't care about normies then don't post your art anywhere except in some small group chat of your, dumbfuck.