Help with techniques for skin/smoothness etc

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Old 12 December 2006   #1
Help with techniques for skin/smoothness etc

Hi,


I need help to create more realistic images. To get a better skin and smooth detail.

This is just an example I created in 20min before this post to have something to play with and this is how I tend to start.

Im using Corel painter IX, how would you go from here? I lower the pensize and go on details etc but it never end up as I see it in my head and then i start to smooth things out again and realizing its getting to blur and I add more detail and going back and forth.

After 2 hours I hardly see any results







Another example:

I havnt spent much time on the details as you can see the lines are just random.

But i spent some time on the colourscheme and its not smooth/realistic
If i take the blender tool to smooth things out it just get blurry and Im back to square one






This is the closest ive got and it still not very nice looking (And its a filter to get the skintexture) but i want to be able to create it without to much "cheats"





Tips/tricks/ideas? What tools should I use etc?
If you want please use one of the images and give an example on how you would go from here.


/Thanks

Last edited by pnordlund : 12 December 2006 at 08:56 AM.
 
Old 12 December 2006   #2
nebezial uses photoshop, but his principles for achieving volume through shading are solid. i think you should first achieve competence in shading. if you can get it looking right in BW then it'll be easier when you add color. even the old masters did monochromatic washins under their colors.

http://forums.cgsociety.org/showthr...86&page=1&pp=15

he then adds his base color over the grayscale, but keeping the grayscale value. i'm sure there's a way to do this in painter. i've just started to do it and i find it helps me stop getting confused by different hues in the skin before i've figured out all the correct values.

of course there's stuff about this all through this forum too.

cleveland
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Old 12 December 2006   #3
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