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    <body>http://www.youtube.com/watch?v=_dawHPcwJa0</body>
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    <description>Video from my Watercolor Tutorial. See the rest of the tutorial at www.gomediazine.com</description>
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    <body>Hi. Me again.

When I left off with this tutorial I had a few requests for it to include some shading information. I would hate to disappoint.

&lt;h3&gt;Part 1: Skin and Hair&lt;/h3&gt;

To kick this tutorial off, I added a bit of skin and hair to our zombie:
&lt;img src="http://www.heavyprints.com/tutorials/zt-2-1.jpg" /&gt;

I outlined some patches of skin for starters. He was looking a bit too much like a skull and we needed to be reminded that he is the walking dead. Also, I gave him some random tufts of hair, for character.

There are a few key points that I kept in mind with the additions:
&lt;img src="http://www.heavyprints.com/tutorials/zt-2-2.jpg" /&gt;
&lt;ol&gt;
&lt;li&gt;If the skin has been ripped from his face, surely there are some parts flapping off and folding over. This guys skin loss is more a result of violence and less a result of decay.
&lt;/li&gt;
&lt;li&gt;Skin has depth. It's not paper thin. I added a small ledge in a few spots so it didn't look that way.
&lt;/li&gt;
&lt;li&gt;He has no eye. Skin sinks into the face a bit when there is nothing behind it. Think of people without teeth. Same concept.
&lt;/li&gt;
&lt;/ol&gt; 

Once you've added some spots of skin and a few random parcels of hair, you'll probably want to drop a few colors behind the linework so that things make more sense. I filled in his eye/nose holes pretty dark, and went with a light grey on his muscle tissue. For now he is a greyscale study.

Now that we're done with that.. 

&lt;h3&gt;Part 2: Shading&lt;/h3&gt;

I'll start this part off by explaining a few of the most basic concepts of shading: Form shadows and Cast shadows.

We'll do a quick demonstration of form shadow with a sphere. The first thing to do is to define a light source, and the basic shape of your object:

&lt;img src="http://www.heavyprints.com/tutorials/zt-2-3.jpg" /&gt;

The actual shading.. alot to it. For the sake of brevity I'm going to dumb this down as much as possible.. Here goes.

The obvious parts of shading are that the areas most directly affected by the light will be light, and those untouched will be dark.  Defining those areas can be a bit trickier.

I have left the area where the light is directly aimed white. Shading starts in a very soft manner, on the lit side of the object. This shading is a result of light hitting the object, but not as much light as directly under the light source.

The point at which light actually starts being blocked by the front side of our sphere is about half way through. You will notice that shading at this point becomes dark exponentially quicker than on the lit side of the object:

&lt;img src="http://www.heavyprints.com/tutorials/zt-2-4.jpg" /&gt;

Obviously, where and how you define your shading is dependent totally on your light source(s).

Moving on. Cast shadows, a quick study. This image simply illustrates that cast shadows are always in the opposite direction of the light source:

&lt;img src="http://www.heavyprints.com/tutorials/zt-2-6.jpg" /&gt;

How you handle cast shadows is fully up to you. For this tutorial we're just going to suffice it to say that you know of their existence.

With all of that boringness out of the way, we move on to our waiting Zombie. I start by blocking out the biggest contours of the object. Very rough and general. I pick a semi-dark color and make my lines of shade just slightly ahead of where I imagine the dark side of the object would be:

&lt;img src="http://www.heavyprints.com/tutorials/zt-2-7.jpg" /&gt;
&lt;ol&gt;
&lt;li&gt;Main shading. Direct result of the light affected by the shape of the object.&lt;/li&gt;
&lt;li&gt;Cast shadow from the large hair tuft. Remember to keep them in the opposite direction of the light source.&lt;/li&gt;
&lt;li&gt;Cast Shadow from the skin flap.&lt;/li&gt;
&lt;li&gt;Dark side of the object.&lt;/li&gt;
&lt;/ol&gt;

Next is the detail shading. Things that I focus on are representing the overall contour, and then representing it on a smaller scale. For instance - A round object does not have straight lines for shadows. Similarly, smaller textures on the face of the object need to be shaded as they are shaped. All of the texture in the muscle area is a great example.

Highlights are also important. Areas of the Zombies face that stick out, like the brow and cheek bone may catch light that surrounding areas do not. The interplay of light and shade creates volume. What you do not shade is just as important as what you do, if not more:

&lt;img src="http://www.heavyprints.com/tutorials/zt-2-8.jpg" /&gt;

I like to use a second level of shading. I have found that it makes the character more dramatic and is generally what I'm going for, in terms of concept. It's even more important to be light of hand with the second shading layer. You don't want to make a surface look steeper than it really is.

Other than that, the second verse is the same as the first:

&lt;img src="http://www.heavyprints.com/tutorials/zt-2-9.jpg" /&gt;

That about wraps it up for this one. Hopefully someone here finds it helpful.</body>
    <created-at type="datetime">2008-10-06T03:00:39-04:00</created-at>
    <description>Quick tutorial on some basic shading.</description>
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    <body>I figured everyone has pretty much seen my basic process, so I'm going to do something a little more specific this time. I'll be focusing on the creation of the zombie head from my last design. I have never written a tutorial before, so let me know if I suck! Haha.

If a few folks find it interesting/helpful I'll make it the first part in a series. We'll see.

&lt;img src="http://www.heavyprints.com/tutorials/1.jpg" /&gt;

I will assume that you have a basic knowledge of figure drawing, and that you are capable of drawing a skull for this. If you can't do that much, there's plenty of sweet books out there to get you up to speed.

Anyway.. Here goes:

Step one is simply to start the basic outline of a head. I think everyone has done this several thousand times:

&lt;img src="http://www.heavyprints.com/tutorials/2.jpg" /&gt;

Step two is to flesh out a face. I did this very quickly because the face looking well isn't important. It's just for positioning and proportion.

Also, my tutorial writing time and my drinking time seem to have overlapped. You will have to excuse me. Haha.

&lt;img src="http://www.heavyprints.com/tutorials/3.jpg" /&gt;

This is where my zombie head will stray from most zombie heads. I actually draw a quick face to use as the building blocks for a skull. In my brief experience as an illustrator I have found that drawing the face first helps my skull quite a bit.

I draw my skull by basically tracing some of the shape of the head, pretty simple. Faces sit on top of skulls, so this part is easy. If you've ever drawn a skull before, you're there.

&lt;img src="http://www.heavyprints.com/tutorials/4.jpg" /&gt;

So, now that we have a skull, we are going to build on top of it what our zombie is made of. I didn't want a fresh zombie, I wanted a guy who had been through the ringer. He is mostly composed of muscle with a few flaps of skin here and there. Hopefully you can appreciate that.

What we do now is to draw a very basic muscle structure over the face. I have simplified the structure here for the sake of time, but I think you'll see the correlation between this and my design.

This is one of those areas where style is important. You will need to strike a balance between being technically correct, and being aesthetically pleasing. Mostly I lean towards making it look cool. This is also a place where you will be explaining volume largely. It will compliment your shading technique in making the head look three dimensional. This is what I came up with:

&lt;img src="http://www.heavyprints.com/tutorials/5.jpg" /&gt;

I think it's important to note that I have also taken a bit of consideration into making the muscle hold a bit of an expression. What good is a face if not expressive?

I have added a bit of shading, and drawn a few arrows to denote a general flow of the lines, and the muscle tension that defines the facial expression. Basically this simple bit of detail makes the difference between a bland expression, and a hostile zombie.

&lt;img src="http://www.heavyprints.com/tutorials/6.jpg" /&gt;

The reason that I shade it in the sketch phase is that your line weight should reflect shading in the inking phase of your design. If you haven't figured it out before-hand it makes a mess of things. I skipped this step to save time in my design, and I think it shows.

Once the design is inked, with shading and general shape explanation taken into account I have come to this:

&lt;img src="http://www.heavyprints.com/tutorials/7.jpg" /&gt;

And without the sketch:
&lt;img src="www.heavyprints.com/tutorials/8.jpg" /&gt;

This will have you most of the way towards a design that looks like such:

&lt;a href="http://emptees.com/tees/7058-tee-off-zombie-birthday-party"&gt;&lt;img src="http://www.dirtay.com/zp-emptees.jpg" /&gt;&lt;/a&gt;

I have added a few contrasting pieces of muscle for effect in the first version. Also, you might note that I refine my initial sketch a bit in each step. Every time I zoom out I take a good hard look at the basic picture and try to figure out what's wrong with it.

So that's the secret sauce in my zombie face. I'm new to this so if there's any questions or comments, please feel free to help me make this better!

I plan on doing a coloring/shading tutorial very soon, but now it's time for me to get a bit of sleep. I hope you find this useful.
</body>
    <created-at type="datetime">2008-08-17T17:36:53-04:00</created-at>
    <description>Some of the basic techniques I used in my "Zombie Birthday Party" tee-off entry.</description>
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