Last page Update: 07/25/04 16:24:08
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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. |
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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. 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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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...
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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. |
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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. Added an inner bevel to the texture with depth/blurr set both to 1. |
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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!
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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. |
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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. |
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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. |
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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. |
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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.
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page. Don't link directly to this
page, don't rip anything from here.
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