Step-by-step: Draw and paint the hand of a skele­ton

ImagineFX - - Imaginenation Artist Q&A -

Start by cre­at­ing a sketch of the skele­ton hand. Make sure to in­clude as much de­tail as pos­si­ble in the sketch. When work­ing with any part of a skele­ton, it’s al­ways bet­ter to have too much de­tail rather than too lit­tle de­tail. Then block in all the mid-tones for the bones. It’s im­por­tant to note when­ever you’re paint­ing bones, the mid-tones aren’t white.

Con­tinue to re­fine by push­ing the range of val­ues in the shad­ows. In many ar­eas the dark­est part of the shadow will be where the shadow and the mid-tone meet, also known as the core shadow. It’s the dark­est shadow be­cause it’s least af­fected by the bounce or re­flected light. Then pop in a few high­lights with a lighter tone, but be care­ful not to add too many.

The next step is to be­gin to block in the de­tails of the bones. Start by adding the shad­ows, but make sure to not go too dark. If in doubt, it’s bet­ter at this phase to make the shad­ows too light. The shad­ows on a bone tend to have a fair amount of bounce light, which means the shad­ows have dif­fer­ent lev­els of val­ues be­cause of the light bounc­ing around.

Con­tinue to add sub­tle de­tails to the bones. They’re not smooth, so it’s im­por­tant to add bumps, pits and craters, mak­ing sure they fol­low the light­ing. Next, add a dra­matic shadow so that the hand doesn’t look like it’s float­ing in space. The shad­ows cast by the bones should be a bit lighter and softer than nor­mal, be­cause of the bounce light com­ing from the bones.

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