
Thank you everyone for the kind notes. I’m glad my process was enjoyed/appreciated/understood.
Daniel - I especially enjoyed your well thought out response. I liked your photography metaphor, and your points about saving the important choices 'til the end. It will probably not surprise you at all to learn that I first started developing this process when I was doing game industry concept art, where we often had to make major palette changes late in the process: What would there units look like on another team, with different color uniforms? How would that character look with black armor instead of red? How will this level design look with a dozen different kinds of texture maps and effects applied to the same geometry? Working with the same line art and shadows and being able to make radical changes in the palette late in the game was a huge time-saver.
Peter - Thanks for filling me in. I seldom do paintings which require much fairy dust, but maybe I’ll check TiffenDfx out, I’m sure there are many other applications!
Anyhow…
So the second to last post was a color rough because it’s what I arrived at after doing all of the layer layersing I showed int eh previous post. Now I’ve had a chance to take one character and really give her a lot of polish. I’m possibly not done with her, but I wanted to show some of the additional details that go in: Stripes on the fir, an intricate brocade on the outfit, some color adjustment and shininess added to the shoulder sash, the ears and eyes and moth detailed out more. I’m still using my scanned pencil line art, but later in the process, I’ll colorize it to something warmer to fit the character a bit better, and probably drop its opacity more too.
Anyhow, back to work… cheers!
p.s. yes, I know the human’s shoes are kind of wonky and the laces go down too far. I’ll overpaint them when I get there.