Keep up-to-date with Free tutorials!!

 

Sign up to our twice-monthly newsletter today for the latest tutorials, interviews and product information.

Sign me up to receive third-party emails from 3dtotal's partners, too!

- Latest news
- Exclusive Shop Offers
- Preview early content
- Plus much more

 

Not Ready to take that step? OK, Why not just Subscribe to the RSS Feed

 
submit tutorial
1 | 2
Making of 'Pitch'

By Jesse van Dijk
Web: Open Site
| Your Rating:
rating star fullrating star fullrating star fullrating star fullrating star full
(1 Votes)
| 43985 Views
| 0 Comments
| Comments 0
Date Added: 9th December 2009
Software used:
Photoshop
257_tid_fig_11_finished_pitch.jpg
In order to practice and improve on certain aspects of painting I often do quick sketches with a specific theme or subject matter. The drawing "Pitch" was one of these 'test-paintings'; I started working on it with the intention of creating a very complex scene, but not over detailing it. Detail in the wrong place can hurt the overall picture, as it distracts the viewer from where he should be looking instead. This was a test to see if I could get away with suggesting a whole lot while painting very little of it.

Firstly I tried to create a sort of preliminary picture in my mind. I don't always do that; sometimes I'll start with random shapes and wait for the happy accident to determine my composition, but in this case I had a pretty good idea of what I wanted before I painted anything.

The next thing I did was look at pictures from football matches to see what the fans really looked like when packed together in groups of several thousands. I aimed to avoid large groups of similarly dressed fans because I didn't want any part of the spectators to be the centre of interest, and I also wanted to avoid any reference to a specific club.

I decided on a night setting. I put some perspective lines down to pinpoint the composition I had in mind. It's a simple one point perspective so I wasn't using the perspective lines once I had my basic setup (Fig.01).

257_tid_fig_01_composition.jpg
Fig. 01

To suggest the people I first created a brush, which can be downloaded as a free brush at the end of this article! I usually deliberately don't save brushes like these, just to make sure I'm not using the same ones over and over. The brush itself isn't anything fancy - its main purpose is to create a shapeless blob of colour every few spots along a drawn line. For this I use shape dynamics and a dual brush (to ensure randomness in shape and size) and colour dynamics (to make sure all the people in the stadium aren't wearing the same colour T-shirt). Laid out by tabs, it looks like this (Fig.02).

257_tid_fig_02_brush.jpg
Fig. 02

Note that I have a lot of hue shifting because I want people to wear many different coloured clothes, but not a whole lot of saturation shifting going on, and this is because saturation varies over the crowd much less randomly than the hue. To create the actual audience I paint a series of horizontal strokes with the brush on a new layer. For the foreground audience it was very important to vary the brush size as I painted the strokes, because they're not as homogenous in terms of global shape as the crowd further away. Here's how it looks at this stage (Fig.03).

257_tid_fig_03_brushed1.jpg
Fig. 03

I then put the layer in the scene and started 'wallpapering' all the bits of the stadium where I wanted the audience to be (Fig.04).

257_tid_fig_04_brushed2.jpg
Fig. 04


Important: After I placed the layers in the correct spots, I simply painted over them quite roughly. This diminished the correctness of the perspective/foreshortening somewhat, but it did also add a lot of liveliness to the scene! The upper seats of the stadium appeared a lot more 'ordered', as they're a lot further from camera than those on the lower half. I took care not to make any of the dots too saturated, as I'll do that later.

At this point I also painted the lit sky, and more importantly the atmosphere. During a lot of football matches fans light all sorts of torches, which is why there is often quite a dense fog/smoke locally in stadiums. This works to great effect of course. I pushed the farthest bit of the stadium (the seats facing the camera) back by simply painting over them with the sky colour. Here's how it looks at this stage (Fig.05).

257_tid_fig_05_basicsetup.jpg
Fig. 05



next page >
 
1 | 2
Related Tutorials

Tutorial

Gallery Image.



Keywords: Vue, snow, landscape, scene, Nuke,

Go to tutorial
rating star fullrating star fullrating star fullrating star fullrating star full (4)
Comments 0 Views 6332

Tutorial

Gallery Image.



Keywords: KeyShot, Car, Scene, 3ds Max, Texturing

Go to galleries 1
rating star fullrating star fullrating star fullrating star halfrating star none
Comments 0 Views 12080

Tutorial

Gallery Image.



Keywords: Maya, V-Ray, Photoshop, Retro, Interior, Scene, Space

Go to galleries 1
rating star fullrating star fullrating star fullrating star fullrating star half
Comments 0 Views 10140

Tutorial

Gallery Image.



Keywords: Making of, 3ds Max, Scene, Character

Go to galleries 1
rating star fullrating star fullrating star fullrating star fullrating star half
Comments 2 Views 9912
Readers Comments (Newest on Top)
no comments!
No comments yet. Be the first to comment!
Add Your Comment