06-20-2024, 08:02 AM
My simple advise would be to pay more attention to the value in your metallic and not simplify the value.
A simple way to deal with large batch of small detail is to create a clipping mask this way you stay within the shape let say you got a layers for the shoulder and you create a clipping mask for the metallic detail in that way you are sure you don't have to clean up between what under and what your trying to paint.
For even more control you can create a custom selection for the shadow and for the highlight that if you use photoshop.In the select menu/save selection (You must have an active selection**) You can then load the selection if you want to shift between the light or the dark.I find it best to separe the light and dark on two clipping mask that goes over the layer where the detail originate from using selection because selection can create pixel and is more tricky when value shift.
Also ''always'' consider eye socket in the shadow side to be darker then the one in the light just like the nostril obviously if a light hit from the front ignore this advise. Also consider that you will have a stronger terminator if you got two light source that are casting light from different opposite direction so when the light meet you should have your darkest dark(example the neck i didn't do the rest to highlight this point)
That skull texture is really nice did you use some kind of photobashing?
A simple way to deal with large batch of small detail is to create a clipping mask this way you stay within the shape let say you got a layers for the shoulder and you create a clipping mask for the metallic detail in that way you are sure you don't have to clean up between what under and what your trying to paint.
For even more control you can create a custom selection for the shadow and for the highlight that if you use photoshop.In the select menu/save selection (You must have an active selection**) You can then load the selection if you want to shift between the light or the dark.I find it best to separe the light and dark on two clipping mask that goes over the layer where the detail originate from using selection because selection can create pixel and is more tricky when value shift.
Also ''always'' consider eye socket in the shadow side to be darker then the one in the light just like the nostril obviously if a light hit from the front ignore this advise. Also consider that you will have a stronger terminator if you got two light source that are casting light from different opposite direction so when the light meet you should have your darkest dark(example the neck i didn't do the rest to highlight this point)
That skull texture is really nice did you use some kind of photobashing?