QUICK TIP
When working on high-resolution
images for print, you will be
constantly zooming in and out of
your canvas and will want to watch
out for artefacts, pixelation and
aliasing. Press Cmd/Ctrl+Opt/Alt+0
to toggle back to the images actual
pixel size and ensure your artwork
is crisp.
15
ALTERNATING SHADERS
Just like colours and tints, materials and
shaders work best together when they create
visual rhythm. Pay special attention to creating
interesting, alternating patterns of smooth and
rough textures. For example, a glossy metal bolt
will look more interesting if placed over a rough
leather patch. Next add rust and scratches to the
chest metal plate. Then using a 1pt brush, paint
fuzzy areas around the edges of the abdominal
band fabric, sampling the proper shades. This will
create a more realistic material and convey a sense
of wear and tear.
16
HIGHLIGHTS AND LENS FLARES
Create a new layer at the top of your
character group and set its blend mode to Overlay.
Using a soft brush, paint white hot spots over the
areas that receive specular light – this will help to
brighten those areas. Pay special attention to edges
and corners directly in the trajectory of light as these
areas should reflect more light. For extra realism,
consider integrating photographic assets of
(anamorphic) lens flares by appropriately sizing
them, adjusting their tints, and setting them in
Screen mode over the area of interest.
17
SHARPENING DETAILS
Using the Sharpen tool set to 50% strength,
start applying firm strokes over the character’s beard,
eyes and lips. Proceed gently, making sure that the
sharpening process does not damage the image or
cause any pixelation. The main goal here is to increase
immediate readability in emotionally relevant areas.
Repeat the same process on portions of the skin or
steel plates that you want to guide the viewer to.
18
USING SOFT GRADIENTS
Create a new layer and place it at the top of
your background group. Using a large soft circular
brush, start painting black over the far bottom edges
of the environment. Try following the curves of the
rock formations to naturally cast shadows. Using
soft gradients will add an extra level of
dimensionality to your backdrop, simulating natural
light and shadow casting. Set the layer to Overlay and
adjust the Opacity accordingly. Repeat the same
process on the lower portion of the character.
19
FIRE EMBERS
Create a layer on top of your composition
and using a 2pt brush, paint light orange dots.
Double click on the layer to access its properties and
select the Outer Glow option. Then choose a red tint
and adjust the Radius and Choke. Now using the
Smudge tool with a 5pt brush, apply strokes on one
side of the ember particle pulling away from it. This
will create a trail or path, giving a sense of motion.
Repeat this step as needed. You can also blur specific
ember layers to simulate distance from the camera.
20
FINAL TOUCHES
At this point you will make the final tweaks and corrections, fine-tune your Colour Correction settings
by accessing the adjustment layers, and export a final raster image. Always make sure your colour profile and
document settings match the required output formats. Keep in mind that typically, due to the natural ink
absorption process on paper, there is a 10% Luminosity drop from screen to print. So if you are delivering
ready-to-print files, make sure to save a print-specific variant with an additional 10% punch in Gamma Curves.
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