Paint Like Arcane - Characters AND Backgrounds

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Arcane came out last month and, me being the  old man that I am, didn't know about it until   people started asking me to make a video about  it! So let's talk about how to paint characters   like the show; concepts that make the show look  good in general; and how to train ourselves to   make concept art for shows like this! This video  is in partnership with Acer's ConceptD: a new   brand for creator PCs. I'll be using the ConceptD 7 Ezel to make all the art in this video. And I'll   show you some of my favorite highlights of this  computer along the way. Let's talk Arcane!   Arcane is a fairly painterly looking show, so let's see if  we can decipher some of that style. Here's a screengrab  I took, which I think will work as an overall  case-study. I'm making a new layer here, filling it   with white, then decreasing its opacity. Basically  I've created a sheet of tracing paper. Yes - for this   study i am going to trace the character! I want to  study - exclusively - the painterly style of this show.  I want my drawing to be as exact as possible,  so I can get right down to the shapes of value,   color and texture, knowing that if I get any of  that wrong, I can't blame the drawing. So in this   case tracing is a strategic decision. On a layer  underneath the lines I'll fill in the base colors   then on a new layer set to 'multiply' mode, I'll  start finding the shadow shapes. It's important   to note that I'm not at the style stage yet! I'm  just establishing the painting fundamentals that   I would need for any painting. In this case,  a single average light value, responsible for   all the light, and a single average shadow  value, responsible for anything in shadow.   The style of the shapes in Arcane is quite graphic,  so I like to use the lasso tool to determine where   my shadow shape is, then I can fill it in almost  like a stencil. On the ConceptD, I have the easel   feature tilted halfway down. That's so i can  access shortcut keys. I was worried that the   screen would lack stability floating in the air  like that...but it feels great! Here I'm starting   to add some complexity to the skin's color with  a soft brush set to 'color' mode, and just glazing   in some of these more purple-y hues. Notice that  I'm doing this on the original skin color layer.   That way my shadow layer, which is set to 'multiply,'  will update its colors automatically. Okay it's   time to start tackling one of the main staples of  Arcane's style. At least with the characters, the show   does not shy away from having the appearance of  lines in the renders. But the lines are not around   the character's silhouette like in a drawing,  they're inside the form - often defining major   plane changes or anatomy. So for example there's  a line here defining the bottom of the eye socket,   or the 'bags under the eyes,' as we commonly know  them. The line defines the contour of it, but then   there's a subtle bit of shading here defining the  form of it. Arcane is not the first production to   do that ... but it remains uncommon to see this in CG  shows. As a painter, I appreciate the design choice!  So that's what I'm concerning myself with at  this stage of the process: finding where the lines go. Now, I can't just use my tracing for this  because my tracing was rough. But the flow of the   lines on these characters is exact. It's almost  like calligraphy: it announces itself. So I have   to slow down and find it. And now I'm putting on my  'RossDraws' hat, and on a layer set to 'linear dodge' mode   I'm throwing in that dramatic rim light on  the left. Whether it be a shadow shape like this,  or a rim light shape like that, the shape is really  what I'm in service of. Notice how those two shapes,   despite one being light and one being shadow,  they're connected thematically. They look alike!   The way your shapes look plays a huge part in  delivering style! Even a non-artist who may not   know this stuff intellectually ... like we do ... they  will be able to sense it when it's there.    They'll also be able to sense it when it's NOT there. Okay  here's another interesting part of Arcane's style.   That whole calligraphy thing I just talked about?  It's also echoed in the light shapes. So here on   a new 'linear dodge' layer, I'm stenciling out some  shapes and with a textured brush, laying them in   pressing lightly on the stylus though to implement  them in a semi-transparent way. I should probably   point out now that when I laid in that original  color, I did it with a medium value - knowing that   at this stage I would be going lighter. The light  shapes in Arcane are a big piece of connective tissue of style. Check out this tweet I found. Most  of the characters have this particular shape on   them. That shape is true to life! It defines another  piece of the orbital that often does catch a   highlight. But it's not required to be there! Arcane,  however, uses it throughout the show as a way of   connecting the characters stylistically. Again a  strong choice, in my opinion. I just want to show   you some of the calligraphic shapes and rhythms  that i'm tracking here. For example, this one:   a flowy connected shadow shape. A very similar  wormy shape connects the eyebrows, but then we get   some contrast with this rhythm i've already shown you. Stylistically, there's something pleasing about   these rhythms: the first two rhyme and the third  one breaks. Now buckle up and look at this one:   there is a rhythm that connects the cheekbones  to the jowls and back up the opposing cheekbones!   Now watch as that dotted line goes away...it's a  subtle one, but functionally, it ties together the   entire design! All right, so here's my finished style  study. I think we made a few good insights there.   Now I want to show you how to study readability.  Readability is at the core of what makes a picture   understandable to us. It concerns value structure,  and there are a lot of values, so this is difficult   for a lot of people. So watch this. I'm going  to take this section of the frame, and I'll   start with the background. The background is on the  dark side, somewhere around here on the value scale.   Knowing that I have so much room above that on  the value scale, I'll block in this ball, which is   a stand-in for the character. And for that I'll  use a value here. Now, take my word for it, that   this is a dramatic value difference! Even though  it may not look like it on the value scale,   the eye has no trouble picking that up. So what  our study represents at this stage is if our   frame from Arcane looked like this. You know, simple  yet strategic one-value decisions for each element.   This puts us in the right ballpark right away  with contrast. Okay but now we have to think   about the light on our character. I have a  lot of room above me on that value scale.   The character is already popping from the  background, but I can make it pop even more with   dramatic light. So I've jumped to a value up here.  Our little ball there is crystal clear; it's an   instant read. But there's even something more I can  do. Where the character casts the deepest shadow,   that value can be way down here, but now I have to  be careful. These two values both represent shadow ... but they are very different. Shadows in real life  tend to group together more than that. Now, this   is art! I can change nature if I want to! And I *do* want to, for the sake of clear and fast readability.   So what I'm doing here is trying to bridge  the gap a little bit while staying true to my   overall contrast strategy. And I think that works.  One thing I could do to group the shadows more - and   this is happening in the Arcane frame - is merge  the character's cast shadow with some of the   background elements. 'Merge' just means bring those  values closer together. And you notice I only did   that where the shadows are, not where the light  is. And that's the story of that part of the frame!   All right but there's a whole other part of  this frame that reads completely differently!   This character here. This time the background is  lighter, around here on the value scale, and she   is darker against it: somewhere around here. She  still has light though, and that light is still   lighter than the background - that hasn't changed.  Though the contrast between the two is less.   Less ... but still plenty punchy. We're  looking at a value distribution like this.   Now, remember what I said about shadows earlier?  Look how merged those shadows are. So I need to   adjust my study to accommodate that, playing with  shadow values in this range, blending freely from   character to background, though making sure I  don't totally lose the character silhouette.   Of course, the light retains a perfect silhouette.  On an emotional design level, this character is sad.   It makes some kind of poetic sense for shadows  to share each other's boundaries like that. So   I'll continue that aesthetic but I've dropped the  values down here for a more full range of contrast.   I didn't have to do that but that's what I see  in the reference. And here's our two readability   studies, from that one frame! Two different  characters, two different approaches, both very   readable. All right, let's try the same thing for this  frame. It looks immediately less subtle but there   are still some subtleties in there. The background  eats up the most value range, say, like this, and   the character in its entirety is darker than that.  Now, there is some ambient light on the character,   but it's very subtle, just a half step up maybe.  Then the character has some ambient occlusion...   which is different than shadow - I have a whole  video about that ... but essentially it bleeds right   into the character. So I'm sticking with this value  range. Because this is ambient occlusion, however,   I'm much more willing to lose the silhouette  there, because that's how ambient occlusion behaves.   And then lastly, because I have so much value room  above the ball I'm just adding some light accents   which in the reference is inspired by that puff  of smoke. And I just want to say that the ConceptD screen   is a joy to work on! It reproduces values  and colors reliably, which is something I cannot   say for many monitors, laptop or otherwise. All right!  So, maybe you want to work on shows like Arcane,   doing backgrounds and concept art. If that's the  case I really recommend you learn some basic 3D.   Blender is free and does everything we need. Upon  opening Blender you'll see the famous default cube,   and a camera, and a light. You will probably also  see a menu full of stuff you probably don't understand. And yes, Blender can be intimidating! But,  as painters, we only need to know how to do a few   basic things. We need to be able to make an object,  scale an object, rotate it around, move it around,   and maybe even take little sections of that  object and further model that. But that's it!   It's basic ... and here's how to do it! The first thing  you'll want to know is how to navigate your view.   Use the middle mouse button to orbit around,  shift + middle mouse button to move left and right,   control + middle mouse button will pull in and  out, or you can scroll your mouse wheel for that.   By the way you will want to use a mouse with  Blender. So this is the default perspective view   but if you press the tilde (~) key, you can change  your view to, say, the top view. I can push tilde   again and switch it to the right view, and you  get the idea. If I orbit the camera now it'll flip   back into perspective view so that's something  to keep in mind. It's helpful to have different   windows that have different views. To do that, click  way up here in this corner drag out a new view.   Then in that view you can switch to top view or  whatever you like. If I want to get rid of that top   view, I go back to the same corner click and drag  until I see this arrow, and just let go. Objects are   selectable simply by clicking on them. You can  also see what's selected in the outliner here.   To move an object click on the move icon right  there and you'll see these three axes: x y and z pop up, I can just simply click on one and move it  in the desired way. If you click on the circle it's   freeform move. The shortcut for that is 'g' which  I use all the time. I just push g and then, say,   'y' and I'm now moving on the y axis. Then click the  mouse to accept the movement. Rotating is done in   a similar way with this button here and again  you've got the three axes you can rotate around.   Alternatively I could press 'r' for rotate and, say, 'y' rotate on y, rotate on x rotate on z ...  and then click to accept. And the third most-common  operation you'll want is scale, which is this   button here. Same thing: you've got your axes and  you can scale away. Now, one quick note: let's say I   rotate my object like this ... and now I want to scale  it like this. Well my icons here don't really allow   me to do that. That's because it's referring to  what's called the 'global axes,' which is the world   view. Because I've rotated the object off of the  world view, I can simply go up here switch it to   'local' axis and now I can transform my box exactly  how I want. Okay, to delete anything in the scene   select it and then you can right click and say  'delete.' To add objects to the scene, go up to the   add menu, go down to mesh, and if i want that box  back, I'll go 'cube' - and there it is. Okay I've added   another object to the scene. I'm going to go back  to this marquee tool here - which allows me to  multi-select things, and then I can move them  all at once. If I want to group them so Blender   considers it one object, with them both selected,  just right-click and go up to 'join' or push ctrl+j.   And now you can see up here in the outliner it  just says 'sphere.' And by the way I could double   click and rename it. Now, the next major thing  you'll want to do is edit the individual elements   of an object. Look up at this menu here: it says  'object mode,' which is the mode we're in right now.   Click that and go to 'edit mode,' or press TAB  to toggle between the two. Now I have access   to individual points, which I can interact with in  three ways, controlled by these three icons here.   By default we're on vertex mode and I can select  a vertex or shift-select several vertices. I can   click on my move tool and move them or I can push  'g.' And that same principle applies to rotating and   scaling as well. If I click the second icon, which  is edge mode, I can select the lines or edges that   connect two points. Again, I can shift-select  multiple, and move them. One handy feature here   is to turn on the x-ray mode by clicking there, and  now I can click on edges that are otherwise hidden.   By default that mode is off and I can't access  that back edge unless I actually rotated my view   to go find it. So that comes in handy. And then the  third method of editing an object is face mode, and   now I can select individual polygons, or faces, as  blender calls them. Okay, in conjunction with moving   and rotating and scaling, the main tool we'll be  using to block in a scene is the extrude tool.   So I'll make sure I'm in face mode, select a face,  and it's this button right here. Or you can press 'e.' Click the plus icon and extrude that face up.  You could click the plus button again to extrude   again, maybe scale that new face, extrude it, extrude  it again, scale it, extrude it, and look at that - I've   made an arcane medicine vial! See how powerful  that is? A similar tool is the 'inset' tool, which is   the one below extrude. Click on the circle here and  the inset face will stay on the same plane, but you   do have new geometry there. And if I wanted a top  for my medicine vial, I can push 'e' for extrude. It   defaults to the z axis - you can see that blue line  there - and I can drop that down...and look at that!  Sorry, that's my camera getting in the way. Might be  useful to go up to the outliner and hide that guy.   Okay, you see how this object is kind of wonky? That  was just a byproduct of me playing around here... but   let's say I actually wanted to intentionally do  that. Well, I can go to edge mode, pick an edge, and   move it. But this is too minor. I want something  more impactful over the object as a whole. Enable   this button here, which is proportional mode. Now if  I push 'g' for move, you see that circle? That's the   radius of influence. I can scroll my mouse wheel,  increase the radius of influence, and now I can   manipulate this object as if it were made of soft  clay or something. And I'll just click when I'm done. Sometimes you'll want more points. The tool  to add points is the 'loop cut' tool, right there.   Clicking it and moving around your object will  give you some options. I can click my mouse and   it'll give me some points there. If I want more  control over where those points land, click and   hold, and you can drag your loop cut wherever you  want it, releasing the mouse when you're happy.   Now I have more edges and vertices and faces to play  with. All right, so let's do this for real! I've got   in mind a colorful science lab environment. You  know, something befitting Arcane. But I'm not going   to copy or trace this time. This will be purely my  own creation. So I've just taken the default cube   and added a bunch of edge loops. Then in top view  with x-ray mode turned on, I'm shaping this cube   into a curved desk. I don't need all these edges at  the top so I'm multi-selecting them then pushing   'x' which is the delete menu, and saying 'dissolve  edges.' Now in face select mode I'll select that   fresh face and start extruding it into a beveled  desk. I'll take some of these faces too and extrude   them for a little construction detail. Now, I like  to do this with render mode turned on. So just   click on this button here then go down to this tab  and change the render engine from 'Eevee' to 'Cycles.'   Cycles is a more accurate ray tracer. So here's a  cool little modeling thing: I made a cylinder, then   in edit mode i'll select both the top and bottom  faces. I'm pushing 'i,' which is the shortcut for inset, then with both of those new top and bottom  faces still selected, I'll go up to edge and say   'bridge edge loops.' This gives me a ring that I can  play around with, and I'll duplicate that a few   times because i think i'll use this as a thematic  shape. The shortcut for duplicate is 'shift+d,' which   is exactly how i'm placing these columns as well.  To make a chemical flask I'll start with a sphere.   In x-ray mode, delete these top faces then extrude  out this remaining edge ring until I have a shape   that I like. Now I've switched back to render  view, just placing elements on this desk. Those   books are just boxes with a few extrusions. And if  you're wondering, the ConceptD is plenty powerful!   It's actually more powerful than my pc. Even as  the geometry started to add up on this scene the   render engine preview was able to keep up with  me in essentially real-time. I'm sure you'll find   that combining 3D with 2D unlocks a part of your  creative brain that may not be there if you had   to draw all this. Now, let me get ahead of something  that I'm sure will show up in the comments. A lot   of people will call this 'cheating.' And to an extent  I agree. If you can't draw this stuff yourself   then using 3D will likely become a crutch and I  think you can cheat your own artistic development   that way. But if your drawing skills are sound, then  working this way is efficient. And the smart thing   to do if you want to work in this industry. I  mean, you still have to have good composition   aesthetics, good lighting aesthetics, you know,  texture, detail ... all of which we're going to be   completely repainting after this! The only thing  the computer really solves for you is the correct   perspective from your given camera view. That's it.  Everything else is still up to us. So here's the 3D   block-in I ended up with. That's all super basic  modeling, and just the one default light source.   Now we'll convert this baby into painting  mode. And here's how I like to start things off.   I'll duplicate the render, then crush the levels,  both black and white. I'll go to filter -> stylize -> find edges. That gives me a line drawing. Set that  line drawing to 'multiply' mode of course, then on a   layer beneath that ... start painting! I like to really  decrease the opacity on my line layer and I'm also   going to start this with a noise texture applied -  just pasted onto my paint layer. Then using the   lines as reference I grab the lasso tool and start  blocking in the shapes that are there. So in this   case i started with the focal point desk then  the shadow on the floor around the desk and then   other little objects that are close to camera,  just filling in my paint layer so I can start   using it as reference and not the 3D. The 3D is  there more as a guideline - a way to jumpstart the   scene. Once I get into painting it's the painting  that tells me what needs to be done. Of course, the   3D being there affords me the luxury of zooming in  a little sooner than I otherwise would, But as with   all paintings, I'm really interested in getting  a strong read right away. If I were to analyze   this right now using our readability exercise from  earlier - that study would look something like this.   Essentially three simple groups of value that  help this thing pop. Here's a cool trick:  I'll go back to the original render and magic-wand select  some light pixels. I'll push ctrl+j to put that   on its own layer, set that layer to 'screen' mode,  and give it a black layer mask then paint white   into the layer mask and reveal all kinds of cool  shapes! So, I wasn't going to do this originally, but   let's throw a character in there. And this guy is  inspired by one of the henchmen in the show. Just   scribbling in a simple line drawing on a new layer  and painting it up on that same layer. Readability-wise,   that character shares its value with the  desk, because I consider that character part   of that general group of the picture. Here's some  floor texture being laid in on a new layer set to   'screen' mode, and distorted into place. You know the  Instagram 'vignette' filter? That's what I'm doing   here ... just a little more artistically. Another value  structure that's going on here is this alternating   light/dark/light/dark/light. That really helps  create depth by keeping you accountable for   the shapes that happen as depth increases. The  stylus on the ConceptD uses Wacom technology,   and it really responds well to a wide range of  pressure applications. All right, at this stage, I feel like there needs to be another character in  there; I really wasn't planning for this! So here's   maybe a doctor character working away. It's not  easy to come up with a character design, a pose,   and lighting all in one shot, and I'm struggling  here. So I'll keep his head and try something else.   Putting in those shafts of light helps integrate  him. Of course the characters are all on layers   so I have the ability to manipulate them. And yeah,  here's what I'm calling the final! This represents   about one workday. And of course, with my 3D file,  I could easily render out a different view and   paint that up; it's very efficient. So I hope you  got something out of this video! Thanks to ConceptD   for sponsoring this; I'm really enjoying that  ConceptD 7 Ezel. All right, see you in the next video!
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Channel: Marco Bucci
Views: 688,225
Rating: undefined out of 5
Keywords: Marco Bucci art tutorial, Arcane fanart, Arcane making of, Arcane concept art, best laptop for artists, best art tablet, Acer ConceptD review, how to paint skintones, digital painting style tips, how to draw backgrounds, 3D digital painting backgrounds, background painting tutorial, how to color digital art, paint shadows, Blender 3.0 beginner tutorial, Blender digital painting, Blender modeling basics, understanding color, 3D concept art, how to shade drawings, comics art
Id: _WaTShr7amo
Channel Id: undefined
Length: 20min 16sec (1216 seconds)
Published: Thu Dec 23 2021
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