Ok, A few people have indicated some interest in how I create Klingon textures. Alot of it is just by feel, but there are some basics I could share with those that are interested.
Note that I do the textures almost entirely by hand. There are other methods, some possibly superior to my own...I just like doing it this way, though I am open to suggestions of course. Just wanted to give you a heads up.
A few more notes: This assumes you have a basic working knowledge of Paint Shop Pro. If you do not understand any step I can elaborate in more detail.
Also note that methods in Photoshop may be different, and tools may have different names. I will not be able to help with Photoshop, as I am not familiar with the program.
STEP 1 - Getting the base.
Ok, first you have to decide which hue you are going to use. I generally work with three basic hues and go from there. Use a standard saturation.
1) BOP hue - R:84 G:153 B:109
This is an electric green hue used as a base. From here you have some lighter more washed out greens as well as a bluer green, but from my perspective this is a good hue to start from.
2) TMP hue - R:96 G:113 B:99
This is generally a washed out green, to the point of almost grey. You will notice that if you increase saturation on this hue it becomes a green. This is the color I would set for most TMP klingons.
3) TNG hue - R:99 G:114 B:101
This is the general base for all TNG and later klingons. It is a good light base to start from, and gives the ship an overall modern feel compared to older klingon vessels.
STEP 2 - Getting to know your lower base.
Ok, this is where a few tools come in. You want to set the lowest base color that will sit in the trenches, around the panels and such. It will be a dark color, but not so dark as to not allow detailing to be added.
You will want to choose the area you want to create your panels in using the freehand tool. I find going point to point is best.
Once you have the area you want selected you are going to drop the lightness down a few notches, in the picture I dropped it down by 20 points using the brightness/contrast feature (Picture 1).
Step 3 - Get your Michelangelo on.
Heres where you get a bit creative. You are going to form some panels now. Panels are higher than the surrounding hull, so they will appear lighter, giving the illusion of depth.
You will want to come up with a pattern you want and apply it using the lasso tool again (Picture 2a). I usually choose a large block using the plus side of the tool, then cut out parts using the negative side of it. Use the ctrl key to add area, the shift key to remove it. Be creative, look at ship pictures, experiment.
Now you should change the brightness/contrast again to a lighter color...this is the first panel depth so you should start with 10 points plus (Picture 2b). You have your initial panel pattern.
Step 4 - Needs more paneling...and more cowbell.
You will want to add more graduated panels now. Just some accents on the original panel blocks. Use the same method as above, and again add 10 points to the brightness. You will be at the lightest panel color now, matching the background (Picture 3). You now have your base panel setup. Now on to adding some shadowing.
Step 5 - Shadows are not shiny...
There are tools you can use to create shadows, or you can do it by hand. Generally I do my shadowing manually. This may be a bit of a long part to this tutorial, but once you get the hang of it it will come easy to you.
What you have to decide is which way the light is coming from. You establish the source of the master light when you are making the model (just pretend the sun is located somewhere around the model) and create shadows based on that depending one where the panel is going to be located.
Here we are going to assume the light is at the fore end of the ship, and this is a side panel..left is back and right is front.
Using tools to create shadow en-mass is tricky. I usually do shadowing by hand, so that is what I will cover.
a) You have to determine 4 colors basically...heavy and normal light and shadow. You will determine brightness colors for each (I usually go with 30 to 40 points for the heavies and 5 to 20 for the lights. Keep in mind that, in general, Normal highlights are half the strength of Heavy ones.
- Heavy Light: +30
- Normal Light +15
- Heavy Shadow -20
- Normal Shadow -10
b) Use the base color on the panel to create shadows for the first level of panels, and the first level panel color to create shadows for the next highest level...and so on.
Here is a step by step on the Heavy Light as an example...30 points above base.
- select the dropper tool
- right and left click on an area in the picture that is your lowest level...your darkest color.
- click on each box on the right and adjust the color up in lightness 30 points.
- Select the draw tool (single line, antialias, create as vector as tool options)
Ok, here you have to decide the height of your panels. Generally speaking, the bigger your shadow line the higher the panel. Im going to go with an average shallow panel, so my lines will be a width of 2. Some people will argue that the higher the panel is the darker or lighter the lines have to be, but essentially I have found that is less important than line width.
Now, before we apply the first shadow lines (Picture 4a).
- any edge to the right of the light source will be normal light.
- any edge to the left of the light source will be normal dark.
- any edge behind the light source will be heavy dark, in front will be heavy light.
Note that I only highlighted the first level..we will need to change the shade of the shadow/light for the second set of panels to make them work right. Also note that applying this rule will sometimes put a highlight where it doesnt belong, and your eye will point that out...feel free to change to shadow or light where needed.
Ok, we are applying Heavy Light first, so I added 30 points to the base color and applied the lines (Picture 4b).
CONTINUED