Last page Update: 07/25/04 16:24:08

 

e'll try to create a rusted plate here using one of my works to comment the different steps.


very start has an end and i usually hope it comes fast. Everything starts in gray, a gray base of the whole picture is created in several layers first. I tend to never merge layers. 

 

years ago i created that logo you see at the left. For some reason i can't understand nowadays i liked it.
I always wanted to see that amulet 'live' but... at that time i could only swing some ink with average results. Seems like i never got over it. Some weeks ago i decided to take some time and start revamping my page, it seemed a good oportunity to go for that amulet and bring it to life after all that time.

The amulet should fit in a dark fantasy themed world so the idea was to have it dark, old, weathered ...and bloody, blood in my fantasy art is like ketchup on the table, has to be always there.

So, we'll create the metal base for the amulet trying to achieve a realistic metal look with damage, scraps and bloodsplats.

 

o there i was. I scanned the original picture and started building the metal plate itself, the rest (skull) would be done as a separate PSD and merged when everything is done.

I think there is not much to comment about the base itself, it has to contain all the shading and 'geometry' of the plate.
Create the circle in a middle gray and with dodge/burn set to around 17 create the shading. Btw, all my brushes are set to +20 hardness to avoid some blurness from the start on.

Something to keep in mind nonetheless is the fact that if the base with the shadows doesn't looks remotely realistic, the entire work never will do so. Some knowledge about how different materials reflect or split different colored lights is a big help.

 

nderlights/second light sources are always a nice detail that enhance the deepness and realismus of a 2d picture.

If you're working with a symmetric object, duplicate the base layer with the main shadows, rotate it by 180° and set it to lighten or color dodge with around 50% transparency. 
Colore (under hue/saturation) the new layer to the desired color (red here) and erasethe top half which should have the standard light only.
That's the easy way, the right way would be to take the paintbrush at low opacity and paint the underlight.

 

or the borders i used inner bevel set to highlight-color dodge-75% and shadow-multiply-50%

Color dodge not 'screen' as usually standard. Dodge creates a harder light with brighter smaller spots in themost exposed area, good for metal or dramatic touch.


t this point, it's good to know how we want the metal to look exactly. The goal now is to make the plate look realistic and specially, to have it look the way WE want.This is the most important part. Before i go on with it, some (more or less) wise words...

It makes not much sense to try to find the perfect metal, concrete or brick texture, you'll seldom find it. Instead, use several textures overlayed, rip details where needed and do the rest by hand. It's all about forcing the textures to look the way I (and you) want to and not let them define the look. 
 

 

n this case, i wanted the plate to look some hundred years old, rusty and massive.
I started with the texture you see at the left. The texture is part of a metal door i made a shot of once. It was the main door of a church. As i saw the door the first time about a half year ago (...and I live 500 meters from that church since 10 years!) i felt inmediately in love with the dark tones and massive look it had. So it was the first texture I had in mind.
What I wanted from this texture was mostly a touch of the good color tones.

Since it is a 'weak' texture without strong colors or structure i set it to hardlight 100% on top of the gray base and grouped it with said base.

 

hen i had to bring in some structure.
There are a few ways to create a rough structure of metal. It can be taken from stucco or concrete textures or even from an uniform rust texture changing it's blending and adding some bevel/emboss ...but that's another story.

I picked an aluminium texture for this. It's structure gives the impression the metal has been smith and looks massive too.

This stronger texture was set to overlay on top of all (also on top of the underlight) and grouped with the rest. Lucky me, the gray in this texture desatured the first layer perfectly, something that seldom happens.

 

t the end comes always the dirt, rust, massive damage and any other influences that might have 'happened' to the surface.
Since the plate was already a quite dark piece i had to bring some contrast instead of turning it even darker with some standard rust.
Weatheration has many colors and tones.

To only get the weatheration out of this texture and keep the actual tones i set this one to lighten at 50%.
The white was to strong and clean so I moved the layer down and set it under the first metal layer.

 

y motto is always: 'rust is must'.Well, rather dirt was missing here.
On almost all my work i overlay the same rust texture at the end. sometimes, desatured, in softlight or overlay, with altered blends ...whatever it's needed..

Here,  i desatured it by around 50-60% and set it on top in hardlight. The aged look is now perfect.

 

his is how it looks so far with the underlight (...and 75% quality Jpg)The plate is so far done, now, some damage should be added, afterall, it's a really old piece...

 


e clear about the object you're doing.On a small plate like this small scratches would look like deep large ones while on a bigger plate, everything would look smaller, this sounds terribly logic.

 

or the scraps i used a texture of a dry ground i found somewhere.

Of course, much easier here would be to take the paintbrush to make them, but that's like trying to paint stars. We always try to balance out the picture, which at the end, mostly looks handmade and so unrealistic.

This is a weakness the real world hasn't and we've got to take advantage of that.
Plus, the scraps in this texture have slight changes in deepnes and height that will look realistic later...

 

he texture itself was useless for the plate but the scraps were perfect.

I modified the levels of the image until the scrapes were darker and the ground itself brighter (contrast! in one word), didn't made the scrapes  totally black though as any shading tones were welcome.

The blend of the layer was set to around 200 starting from white to get rid of the ground. I let some darker details of the ground stay and fixed lost dark pixels with the eraser.
Then duplicated the layer, merged both together and set the blend to 255 again.

Added an inner bevel to the texture with depth/blurr set both to 1.

 

he texture was set to hardlight mode at 100% opacity. However, this changes depending on the other used textures. Look that the scraps fit well into the picture, they shouldn't stand out to much.

You'll notice that the left side is quite empty, i have already started to erase most details there to get the amount of damage i want. The plate is not falling in pieces yet!

 

 

hose details around the scraps i didn't remove show up now as misc damage, like if parts of the plate have been blown away by some hit.
A small detail, but adds to it.

Also, after adding the damage i went back to the gray base and added hicks to the border of the plate (with the eraser) to fit with the position of the scraps on the border.

The bevel/emboss effect of the base did the rest of the effect.

 

ince all the layers were grouped with the base grayscale i only had to delete there the parts needed, the bevel layer effect on the base added the needed lightting to the cutouts.

The red ring is simply a layer on top in red with some red  outher glow.

 
As a final touch i added some blood splats on top of the plate, see the bloodsplats tutorial to see how i did them =]

 

he skull was sketched on paper separately since my skills and taste had changed in the past 8 years. The old one on the original sketch simply didn't made the cut anymore and inbetween, i had discovered W40k art and the power of using horns all over the place and evil looking stuff.

The sketch was scanned and separately shaded and colored in PS keeping in mind the light sources of the plate, but well, the skull is another story.

 

he weirdo ornament stuff around the skull on the plate was simply nicked off the original skull with a color layer on top.
I had reached the point were i had seen enough of the plate and wanted to see it done. I simply hoped the sizing down of the plate (the original was around 3000x3000) would blend the sketched dark ornament nicely with the rest, it partly worked.

Removed the blood on the final amulet since i had already some on the skull.

 

ork at twice the size the finished picture should have and size down when finished, this will blend all layers nicely together, use some unsharp mask to gain detail. 

Play a lot with the levels of a layer texture in Photoshop, you can add a lot of contrast (in structure, not necessarily color) or more strenght to details. 

Desature! When creating old objects desature the layers, weatheration desatures objects, paint and even rust. 

Old rust is dark and desatured, new rust has stronger orange. 

Don't feed your cat with nails. 

When you overlay several layers of materials the saturation gets stronger, desature when you see a tone is getting to strong. I desature single layers up to 70% regularly.

 

Back to the tutorials main page.
Back to StrangeFate's site.

Don't link directly to this page, don't rip anything from here.
Alu.jpg - streak.jpg - rusty.jpg - ground.jpg are free textures available on the net, the rest is self sourced and (c) Mario Vazquez

 

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