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May 13, 2012
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:iconmaster-cyrus:
Original picture: [link] . Photoshop file consists of visible 110 Layers, 30 Layer Groups and 90 Masks for Layers and Groups. Plus hidden backup/draft/intermediate stuff.
1. Lineart. Inking of the scanned image. Usually the pencil lines on the scanned sketch are very thick so I have to redraw many control lines. At final stages I'll make contours much less visible.
2. Separated Flat colors. Textures will be created for each of them.
3. First type of textures consists of patterns - textures in the literal sense of the word. At the same time with some suitable standard textures I'm using own homemade patterns: fabric jeans-like texture and hexagons, for example. But before using them I've also had to add various effects, light and dark areas over the simple hexagon pattern.
4. The second type of textures include spotted or granular color variation, edge scratches and various details. This type don't have to be 3-D/solid but just smooth. Made with low-pressured spongy brushes. Also I've drawn cloth pattern according to the arrangement on game model. I don't draw the glass of mask here because it's transparent, coloured and interact with incident light.
5. Two types of textures together.
6. Flat lighting. When I'll change the lighting mode then already drawn textures will be seen through transparent light BUT both light and surfaces are still smooth. So recently I've added some additional steps to my process: texturing the light and lighting the textures. See lower.
7. Here I've changed the mode of light and textured it according to existing patterns. Also I've added deep shadows.
8. At this step I've lighted up the textures. You can see differences between two steps on scaled-up belt area. Leather is always the most obvious and expressive example of lighted texture changes but here you can see also how all metal granules and tiny cloth stitches are lighted up.
Sky and clouds created with simple round 1% brushes.
Also I've added highlights and various light effects: from glowing indicators to the transparent coloured glass. Effects can interact (cross) with the background so I create them last of all.
Signature is the end.
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:icontalikuti:
~TaliKuti Feb 16, 2013  Hobbyist General Artist
Amazing...I didn't even know it was possible to create something like this from scratch in PS
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:iconanjian:
*Anjian Jun 26, 2012  Hobbyist General Artist
Holy patience.
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:iconcaffeineghost:
That's one hell of a sick job right there. Pretty damn amazing; and oh my word, 110 layers? My hat's off to ya dude. It isn't often that a person can make a piece of art look like a screenshot; a very detailed, better than in the actual game "screenshot." Looks so darn realistic! :iconbravoplz:
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:iconmaster-cyrus:
*Master-Cyrus Jun 7, 2012  Hobbyist Digital Artist
Thanks very much!
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:iconsn2:
damn that many layers :O . she is way better than that BS picture you see of her in ME2 lazy bioware and fantastic molding exactly like her
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:iconchrispydee:
~ChrispyDee May 13, 2012  Student General Artist
Interesting how you handle your textures! Manipulating patterns like you do is still a riddle to me! Think i'll have to spend some time with it to master it like you! Good job on the picture ! :)
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:iconmaster-cyrus:
*Master-Cyrus May 14, 2012  Hobbyist Digital Artist
You're not so far because you're doing all right.
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:iconlsdinkvizitor:
Basically they could just upgrade human face. It was really so big deal for pc nerds working on ME3?! :( *sad panda face*
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:iconmaster-cyrus:
*Master-Cyrus May 14, 2012  Hobbyist Digital Artist
The best way is to let it go, man. I don't believe artistic integrity can somehow help to correct mistakes for new DLC.
Reply
:iconlsdinkvizitor:
To hell with the artistic integrity! :P
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