Abend86 In reply to ArtyPerla [2014-08-15 17:55:57 +0000 UTC]
No matter the tone, you have to define the areas of light and shadow clearly, the volume is applied with hard burshes and it is not until we can make out the facial features cleary that we can start smoothing the skin.
Once you have your base tone and your shadow givin you the direction of light , its just a matter of working with the intermediate values and shades until you finish you base skin. Keep in mind that skin is a really complex texture, you have to think of it in layer terms. Even in just one person it has lots of different hues depending of the thickness, blood flow etc. Thus, the areas of thick skin over bone ( f.e forehead) usually show litttle blood vessels, therefore having less reds and blues, and more stable "skin" colour. On the other hand, those areas with heavy bloodflow and thiner skin tend to show redish tones and even blues like under the eyes.Β
You'll need to use the color picker constantly in other to blend the base tones and the hints of color. One everything is more os less blended, you can move onto details such as freckles, pores or wrinkles before smoothing the skin. The highlights must be done at the very end, and in a very subtle way: their mission is to hint the reflectivity of the cornea, skin oils in the nose, moisture on the lips sweat and such. Tho Β they help understanding the volumne, they shouldn't have a volumetric treatmet on their own, or the skin will look too oily and fake
Hope that helped, skin is a really hard material to simulate correclty with digital media because you cant use the pore of the canvas or paper, but you can compensate this a lot with the bush settings. Fiddle with different hardness, opacity ans transference until you fin the ones that suit you best! ^^
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