Part I: The Head | Part II: The Body | Part III: Clothing & Shading

Clothing, shading and finishing touches.


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      11. Finally, put some clothes on her! (three hours)

It's about time! Poor Katie's been standing there naked for far too long, and now we'll finally do something about that. The first step is to go shopping... sort of. You'll need to know what kind of clothes the character is supposed to be wearing before you can draw them. In Katie's case, she's wearing a plaid top of some kind with an embroidered clover on it, and a green skirt, and that's about all we know, so we have some improvising to do.

(Note that in some cases, depending on the picture, you may actually be able to start with clothing on the character, particularly if the clothing hides much of the shape of the body. This was particularly true in the case of my portraits of Anne Onymous and Lilly Onymous (and to a much lesser extent, Mingmei Wu); in their pictures, the clothing covers so much of their bodies and is sufficiently poofy (Lilly's by design, and Anne because of the wind) that I did little more than a very rough sketch of the shape of the body underneath, and in many cases the sketch was incomplete; Anne, for example, has no torso --- just a neck, stomach, and arms --- and her clothing hints at the rest of the shape. However, if you want a character to look sexy and shapely in the final picture, or the clothes are tight-fitting (as with the portrait of Cassie), you'll need to actually draw those parts and then bend the clothes to them as we're doing here.)

When I look at Katie's pictures in the comic itself, it's hard to tell exactly what kind of shirt she's wearing. It looks to me like it could be a pullover top of some kind; but the split at the bottom suggests it's a button-up shirt. The way it hangs on her (and the fact that it's a printed plaid) also tends to suggest that the fabric is fairly thin, which is characteristic of button-up shirts and not much else. However, the embroidered clover logo argues otherwise. So I turned to various shopping web sites and see what kinds of shirts and blouses they sell for comparison. The only ones with a split base like that are button-ups, so I decided it's a button-up shirt with the clover embroidered in two halves across it. That's a little unusual, but not impossible.

The skirt is pretty straightforward; it needs to be above her knees only so slightly and a solid green color, and there are lots of web sites selling those.

The trick here is to visit various clothes-shopping web sites and look at various catalogs until you see clothes that are similar to what you want the character to wear, and then use those pictures as photographic references when drawing the picture.

I "bought" Katie's clothes at the Gap, Victoria's Secret, and at Karmaloop since those looked like they would look good on her. We have this shirt (Gap) for the basic style, but we want it to be short-sleeved like this T-shirt (Gap). Obviously we're going to have to make it plaid, but that will wait until later; right now, we're just choosing shape and texture. She'll have on this skirt (closeup / side / back) (Karmaloop/Betty Blush), colored green, of course. And last, but not least, Katie will be wearing undergarments, which will change the shapes slightly as well; specifically, her bra will flatten out her breasts a little. We'll presume that she has on this bra (Victoria's Secret), since the model in the picture is in a somewhat similar pose and that will help us get the shapes right.



      
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       First things first. Katie's shape is pretty normal for nude, but since she wears underwear, we need to change her shape to fit that. This is Katie lined up with our bra model, and we can see that the big difference is that the bra squashes the breasts flat and lifts them up slightly. This is why we made the breasts separate objects before; now they can be easily moved without changing the rest of the torso.

      
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       Thus we arrive at this. Same shapes, same positions, only squashed flatter by the bra. We are not going to bother to shade and fill the bra itself, because if we do the rest of the clothing right, nobody will ever see it. But do we need its shape to determine the shape of the rest of the clothing.

      
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       The next step is the shirt. We have two pictures that show what we want it to look like, so in theory, all we have to do is wrap that cloth over Katie's existing shapes. In practice, it's not so easy to do with just a plain shirt, so it helps to see somebody actually wearing it or something like it. In these two photos from Land's End, we see two women wearing similar shirts. They're not in the pose we need, but they do show where the wrinkles and shadows will appear in the shirt. We will assume that Katie uses an iron, so that we don't have to draw any more wrinkles in the shirt than we can avoid. The wrinkles make it look more natural and realistic, but they're very hard to shade, so we don't want any more than necessary.

So which wrinkles to draw? Look at the shirts in those Land's End pictures. There are several important points to notice: First, look at how the collar wraps around the neck. Notice where it sticks out and where it curls around and where it curls under. Second, notice the wrinkles at each shoulder that curl around to the armpit; there need to be exactly enough there, but not too many, and they need to follow the lines of the woman in the solid-color shirt, since her elbows are sticking out. Third, notice how there are two lines of shadows pulling at the top button in both pictures; these are characteristic of these kinds of shirts, and we'll need to be sure to include them. Fourth, notice that the shirt is fairly smooth near the breasts, but below them, there's a semi-random pattern of wrinkles, particularly in the solid-color shirt. And fifth, notice that there are wrinkle lines running parallel to the sleeves on the solid-color shirt (I mainly included the other shirt for reference for the collar, and for the V-shape shadow at the top button). These are the lines we need, so let's draw them.

Thus we arrive at what you see in the picture (above and to the left). The green line runs down the middle of where the shirt would go if it were a solid piece of fabric. The red lines form the right-side collar and hem; and the blue lines form the left-side collar and hem. Notice how they carefully bend to follow the green line, and how there are slightly pointy spots in the middle of her stomach; these are where the buttons will go.

      
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       Wrinkles wrinkles wrinkles! This is the rest of her shirt. With this kind of clothing, the way you tell when you're done is when it looks like the person is covered in cellophane. While there are a lot of wrinkles here, not all of them will end up as lines in the final picture. Some of them will be used to delineate shadows. I could try to explain to you why each line is where it is, but really the best way to understand this kind of clothing is to look at it. A lot. I used several more photos from the various clothing-shopping sites than I've mentioned here to acheive this result.

      
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       Alright, let's skip ahead a bit, since the intermediate parts here are fairly tedious and fairly obvious. This is Katie with all her clothes on, and flat shaded. There are lines to show where all the wrinkles are, and they use a softened shade of green (instead of black), while the lines for seams use genuine black. Much of this should be pretty obvious if you look closely at the original photos for the clothing; however, there are a few details to note. First, notice that the edges of the clothing shapes must warp inward or outward when a wrinkle crosses them or approaches them. Second, note that I didn't skip the seams or hems; they exist where you'd expect to find them going down the side of the shirt and the skirt, and at the sleeves. Third, notice that there are a few details that greatly enhance the verisimilitude of the image: The buttons on the shirt (and especially the almost-invisible upside-down button on the collar), the empty button-holes, and the zipper on the skirt. You can't leave these kinds of things out or your character will look wrong. You won't be able to put your finger on it, but your character will look wrong.

      

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      12. Accessorize!

Katie is pretty practical and doesn't seem to wear much jewelry or other accessories (that I can see, anyway). However, there is the issue of the clover on her shirt, which I learned is not embroidered, not stitched, and not a pin; it is, according to her character designer, a pendant, hanging on a thin silver chain. Cool. Now I could spent hours trying to explain how to draw her pendant (it took about two hours to draw it), but I won't cover all of this, because some parts of this drawing are better left to the imagination. Instead, I'm just going to show you how I arrived at the basic shape of it, and then show you the reference photos I used, and leave the rest up to you.

      
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       Alright, the basics are formed from this shape. This itself was generated by welding some circles and a triangle together, coloring it green, copying it and stretching it to yield the silver part, and then rounding off all the corners. The loop on top is little more than just that.

      
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       To get it into place, I grouped the green and gray parts together and used the perspective-warping effect. Once I had the shapes about how I wanted them, I converted them back to curves.

      
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       Duplicating the silver part below and then stretching it at the corners will make it look 3-D. The ring at the top is just a pair of combined ellipses, cut where they look like they cross the loop of the pendant. And that's really about it for the shapes.

      
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       So this is the final result. Most of this is accomplished using many little shapes with custom gradient fills in them; even the silver part of the pendant has a gradient fill. The chain is little more than a whole lot of colored T-shapes with shading in them. It helps (a lot) to look at real pictures of silver and precious gems; in this case, the gem is tourmaline, which is a kind of quartz with greenish highlights --- an emerald has whitish highlights, and at this size would be hundreds of thousands of dollars, or more; as it is, Katie has about $3000 hanging around her neck, give or take a thousand bucks --- this gem would be about 25 carats, I think, although the complexity of cutting such a strange shape would probably add a bit to the price.

      
These are the reference photos I used: heart pendant for the ring and the chain and some of the silver; open heart pendant for a closer look at the chain and the coloring on the silver; mother-of-pearl pendant to see how silver looks when other materals are set inside it; and this aquamarine gemstone to get the shapes and the reflections right in her tourmaline gemstone. (Although aquamarine and tourmaline are very different species of gems, they do have similar coloring properties from an artist's perspective, so it's reasonable to use aquamarine here for comparison.) All of these photos were obtained at various shopping web sites: The gemstone(s) from MineralMiners.com; and the pendants were from Blue Nile.


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      13. Shade the skin in the next hour

The skin is pretty straightforward --- albeit time-consuming --- because we don't have any significant surface areas to deal with. Thankfully, she's not wearing a bikini or naked or something like that, because that's a nightmare to shade. Instead, we have a few little closed shapes, like her neck and arms and hands, and we can shade each part individually.

      
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       Her neck and collarbone are pretty simple; we mainly continue the shapes started above, and add a little extra shadow where the raised collar will block the incoming light. There's not that much to say here other than that you follow the lines of the neck and the collar and it's pretty hard to go wrong.

      
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       Her right hand is easier than her left. Her right arm is mainly just one big dark wash with slightly brighter areas where it sticks out. The palm of her right hand is just the darkest shadow available; and the fingers are shaded individually. There's a bright part on the nearest joint of each (although the ring finger and pinky are darker because they're both farther back and the other fingers block their light). The rest of the joints are darker, and the undersides are darker. The fingernails are rounded and have a bright streak toward the light (except for the ring finger, whose nail is pointing downward and thus is darker).

      
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       Her left arm is a little harder, but the same basic ideas apply as with the right arm. The arm itself needs to be shaded to look like it's round, so that means shadows away from the light and highlights toward the light. There's a little extra crease line at the inside of her elbow, but very gently shaded so it does not strongly stand out.

At her wrist, things get a little more interesting. There are alternating patterns of highlight and shadow at the wrinkles there, and the lines for the wrinkles are softened to a dark brown so they don't stand out as strongly. Counter-intuitively, the back of her hand is shadowed, even though it points to the light source. Why? If the hand were correctly shaded, it would be equally bright over most of its surface, and it would look flat and short; by putting this part in shadow, we convince the viewer that the palm is at a separate angle from the fingers and is wrapping around her waist. The shadow makes the palm look bigger than it really is.

Last, but not least, we shade the fingers, just like we did on the right hand. The fingers are mostly brightly-lit, but the shine on the nails points the other way since the light source is to the right. The pinky is curled under, so the last joint is shaded slightly to reflect that fact.

      
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       Why, you may ask, do we bother to shade the legs when they won't be seen? Two reasons: First, they're quick and easy to shade; and second --- and more importantly --- if they're shaded, we have more flexibility about how the image will be composited at the end. If we want Katie to be smaller or larger, we can resize her safely knowing that the legs will still look correct if part of them appear in the result.

So how do we shade them? Bright spot at the knees; shadows in the back; shadows where the skirt blocks the light; and a bright streak down the one nearest the light source. That's about it.

      

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      14. Shade the clothes in the next hour or two (or ten)

Alright, the next step is to put shading on all of the clothing. We know where the wrinkles are --- they were determined when we first drew the lines for the clothing. All that's left is to project light from the light source and see what it lands on.

      
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       So we start with something easy and obvious: Her collar. Collars like this are little more then a cylinder on the inside and a truncated cone on the outside. There's a shadow at the spot where it wrinkles in its middle (collars often do that unless you overload them with starch, and then they look funny). There's shadows on the back-side and where her neck blocks the light and a little lump of a shadow where her shoulder blocks the light. And that's about it. Collars are quick and easy.

      
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       Alright, let's skip ahead. This is what the entire right side of her shirt looks like shaded. Can you see why? Look carefully. I'll explain the left side in detail next, but see if you can figure out why each shadow or highlight is where it is before I do.

      
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       We'll do the left side in detail. First, we darkly shade the parts that have definite shadows. That's the back side of the shirt, the area under her sleeve, and under her arm in the sleeve (notice how we have a brighter spot in that shadow where a little light from outside is able to seep in), and under her collar.

      
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       Here's the sleeve, fully shaded. Areas below the sleeve are more smoothly shaded to match the gross shading we did just a few minutes ago. We add darker areas around all the wrinkles where the light won't quite reach, and a darker area where the top of her shoulder blocks the light from hitting the shirt also. Then we add shines in the middle of the sleeve where the surfaces point toward the light source. Last, but not least, we take the wrinkle-lines and soften them to a shade of green that's only a little darker than the shadows so that they don't distract from the shading.

      
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       Her hand is sitting on she shirt, and will block some of the light. So we add a shadow under the hand accordingly. More of this area will get shaded when we factor in the shirt's natural shading, but it's important to get these "projected shadows" in first so that you know what areas you don't have to shade later.

      
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       Alright, we've done as much as we can for the easy back-side shading and the projected shading, and finished the sleeve. Next, we go through the shirt and add one level of shadow everywhere that is wrinkly. When you do this, consider both where the shadow-lines were drawn before and what the shape of the shirt must be doing; if you look carefully here, you can even see how the shapes of Katie's bra factor into the shading and curves and lighting here. There's not that much to say about this stage: If you need to know how to do this, look at a lot of real fabric under a bright light and see where the shadows end up. Eventually you'll start to get a feel for it.

      
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       Once the first level of shading is complete, then you can go through and add in a second level where the shadows need to be darker: This is on the back side of the shirt, under the collar, under the hand, and in any of the deeper folds of the cloth. The first-level shadow is mostly unchanged here, but there are some minor changes where it didn't look right before. It's normal to spend a lot of time "tweaking" the shadows until they look just right as you add each additional layer.

      
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       Last, but not least, we add in the bright highlights in the larger open areas between the shadows. These highlights make the shirt look shiny and expensive; without them, the shirt looks dull and cheaper.

      
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       If you followed the discussion of the shirt, the shading on the skirt should be pretty obvious. Darken her right side; add swooping dark shadows in the middle and left side; add slightly darker spots where necessary on the bottom and her right side; add a few highlights where the light strikes directly; and soften the shadow lines and seam lines to a matching shade of green.

      
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       You're no doubt wondering how I did the plaid. Well, although I'd love to explain that, it could be the subject of an entire web site by itself, and my fingers are getting tired after all this explaining. Suffice it to say that plaid is difficult. A short synopsis is that the plaid itself is formed of various colored stripes on a blue background; the stripes are converted to transparency lenses of the correct colors and opacities, and then the whole thing is smashed down to a bitmap for efficiency reasons. Then the shadows and highlights on the shirt are converted into brightening and darkening lenses, the plaid bitmap is placed under them, and the whole thing is smashed down to a bitmap yet again. The detail lines, like the shading lines and the seams, are kept separate to keep them sharp; and then the whole thing is placed inside a shirt-shaped Powerclip. Drawing the plaid was an exercise in patience and frustration, and took about ten hours of hard work to get it right. Don't try this at home, kids.

      

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      15. Touch-up and finishing details in the last hour

So what's left? Not much. We have a few touch-up details to finish, then we have to combine all the bits and pieces together, and then we do a little pixel magic at the end to make it look nice.

      
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       First, the minor details. For one thing, her left hand is the wrong shape, and has been since nearly the beginning. Hands have three joints per finger, and the joints must be correctly-placed for the hand to look right. In her index and ring fingers, the second joint was too close to the tip of the hand, so it has been moved back. Also, her pinky finger was missing a joint (!). It may look like some of the fingers here are still missing their last joint, but they still look correct because they're bending backward slightly at that joint: Hence their slight outward curve. Also, her fingers on her left hand have been too thin compared to those on the right, so we thicken them a little here as well.

      
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       This one is a little embarrassing, but true nonetheless. Her head is too big. Not by much, but too big nonetheless. So we shrink her head slightly --- ever so slightly --- and realign her collar to compensate for the change. Sometimes it can be hard to see these minor errors in proportion until the end, so be prepared for them, because they will happen.

      
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       Next, we turn on all the layers and take a look at the finished product. This is the last chance we have to fix anything that's wrong, so check carefully to make sure every detail is just right.

      
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       Once you're satisfied that the picture is right, the next step is to export it to a pixel-based file format. I strongly recommend using PNG, since PNG will not damage the image and will still compress it pretty well. Vector art (usually) tends to compress pretty well under PNG, although we're going to do some stuff soon to the image that will damage that compression.

How big do you export it? The answer is that you want to export the image at approximately 7/4 the final size (175%, or thereabouts). In Katie's case, we want the result to be 768 pixels tall, perfectly matching a 1024x768 screen. Since the final image will be the same size as the background, we select just the background, and prepare to export it: We then find out that it alone will be 576x768 pixels at 34%. Thus 34% is the correct size for the final image. 175% of 34% is approximately 60%. Thus we go back, select all objects, and export them at about 60%. You may have to try the export several times until you get a size that looks good to you; I ended up at around 64%.

      
Why, you may wonder, do we do such a crazy thing as export it an exact percentage larger than we'll actually want it? The answer lies in how vector-art programs render lines. Most of our lines here are very thin, and will render at a 1-pixel thickness when exported. One pixel is too big, though: At that size, the lines will look thick and blocky. So after we export, we resample it down to make the lines a little over 0.5 pixels thick. We pick the size carefully so that the lines will be just a little over 0.5 pixels thick, and not under (which they could easily be made to be).

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       So it's in bitmap form now. Open it in Corel Photo-Paint, and take a look. There are several things that need to be done here. First, we have gray lines around the picture that are leftover from the black lines at the edge of the background rectangle. Her skirt and legs and elbow all run of the edge of the image. And there's a bunch of extra white space all around the part we actually want. So first, take the cropping tool and chop the image down to just the part we'll keep --- which includes the gray line around the background.

Once the image is chopped down to size, we resample it. Personally, I prefer not to use Corel Photo-Paint to resample, because I like to know what algorithm is going on behind it. For most people, it's probably fine, but I'm paranoid about the math. So I copy the cropped image into IrfanView and use its resampling function to shrink the image down to 768 pixels tall, and whatever it thinks is the right width for that --- in this case, 575 pixels wide, which is one less than we'd guessed. Pretty close, though, for guesswork. Copy the image back into Photo-Paint for the next set of steps, though, because it has much better image-retouching tools than IrfanView.

      
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       Next, we need to color-correct the image. So far, we've been using the colors we thought were appropriate, but by just playing with a certain filter, we can make them much more vibrant. Pull down the "Image" menu, and click "Adjust" and "Contrast Enhancement". You'll get a dialog that looks like this.

See the graph? That shows what ranges of brightnesses you're using and by how much; darks are on the left side and brights are on the right. This image has pretty good brightness distribution for the most part, but you can see that we're not really using the full spectrum: Our blacks aren't their blackest and our whites aren't their whitest. So grab the two arrows at the top and drag them toward the center to make the image use more of the range. You probably don't want to fill the whole range, but some improvement doesn't hurt. Here, you can see I'm using an input range of 30 to 250; I could go as far as 60 to 247, but that makes the colors look a little too vibrant. Once you've got a range that looks good, hit OK and we can move onto the next step.

      
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       And now, it's time for fun with lens flares! There are things here that are supposed to be very shiny: The text, the pendant, and her hair. So on each, we put a little lens flare to make it look extra shiny. You'll have to play with the exact settings to get it the way you want it, but this step isn't too hard, and is largely unnecessary for a lot of images --- but important here.

      
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       All the details are in place. All that's left is to finish it. First, draw a one-pixel-thick black line around the outer edge to cover up the varying gray border and the fact that her legs aren't really inside the image. Have some fun with the text tools to add suitable copyright information at the bottom in an unobtrusive way, and then finally save the whole thing as a nice PNG file. Are we done?

      

Almost, but not quite. There's one stage left: Compress it for the web. Ideally, we want the image to be as small as possible, which will mean people can get it faster and we'll save on bandwidth costs too. However, it's not quite that easy. First, we have to pick a suitable format: PNG? JPEG? GIF? Something else?

Each format has its drawbacks. PNG will give us a perfect representation, but doesn't compress as well as the lossy formats, and not all browsers can handle it. GIF works everywhere, but is only 256 colors, so it'll probably be ugly for anything complicated (like Katie). JPEG works everywhere, but it's lossy: It compresses well, but does so by dropping "unimportant" parts of the image --- in this case, the nice vivid colors and sharp edges we worked so hard to produce. The best choice would probably be JPEG 2000, which compresses well and can still handle sharp edges and vivid colors --- but almost nothing supports that yet. So in this case, PNG it is.

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       When dealing with things like JPEG, you pick a quality level (like 95%) and that determines the size of the image; however, with PNG, you simply save it and hope. However, PNG actually has many compression options, and most programs will not save PNG as efficiently as they could. Thus you can use the pngcrush tool to pack the PNG down just a little more --- without losing any quality. In the above picture, I'm running pngcrush on Katie, and by the time it's done, it's shaved an impressive 7.38% off the size of the image without losing a single pixel.

      


And thus, at long last, after an exhausting 40-50 hours of work, we're done. You can see the final image by clicking on this thumbnail. Katie Thumbnail



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