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How I make Illustrations【Sketch to Rendering】

12.0K views· 1,380 likes· 15:44· Aug 17, 2024

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Today, I'm sharing my full illustration process from sketch to lineart and rendering in Procreate! I hope this will be helpful to you, feel free to ask questions in the comments! 🖼️ Get a Print of this Artwork here 🖼️ https://www.inprnt.com/gallery/vildrart/ ✨Support me✨ https://www.patreon.com/vildrart https://www.instagram.com/vildrart/ https://twitter.com/VildrArt https://www.inprnt.com/gallery/vildrart/ ♢【 Commission Info and Notifications 】♢ https://discord.gg/bkJkn29K55 https://vgen.co/VildrArt ♢【 Timestamps 】♢ 00:00 Intro 00:08 ✦Thumbnailing 00:56 ✦The Sketch 03:38 ✦Lineart 04:59 ✦Flat Colors 05:59 ✦Rendering 10:26 ✦Background 12:09 ✦MORE TASTY RENDERING 14:13 ✦Finishing Touches 15:01 Finished Artwork & Video Recommendations ♢ Music ♢ ✦ YouTube Audio Library ✦ Genshin Impact & HSR ♢ Credits ♢ Drawing Software: Procreate Edited by @pistachiomi Live2D Model: Art&Rig by me Sprites: Mostly done by me, Leo helped coloring some of them Business Inquiries: vildrart@gmail.com #drawingprocess #artwork #digitalart #rendering #coloring #digitaldrawing s #illustration #speedpaint #speedpainting #illustrationmaking #characterillustration #howtodraw

About This Video

Heyo, I’m Will—your local raptor artist—and in this video I walk you through my full illustration process in Procreate, from thumbnails all the way to the final “big fancy splash art to flex with.” I’m drawing Bootheel (yes, the cowboy) with a ton of foreshortening, so I start by sketching multiple thumbnail ideas instead of marrying the first pose that pops into my brain. Then I scale up the thumbnail, refine anatomy in the rough sketch, and lean hard on references (I literally put on a cowboy hat and used a toy revolver… the photos are too silly to share). For the gun, I straight-up screenshot the in-game model and copy the angle—work smarter, not harder. Also: I hate drawing complex geometric objects, so yeah, tracing a small element is fine when it’s not the whole piece. From there I go into crisp thin lineart (lower your sketch opacity so you can actually judge your lines), flats, and my rendering approach: I shade each color individually instead of slapping a multiply layer over everything, because it keeps things from getting bland and lets me push different shadow hues per material. I show how I handle folds with a mix of hard shapes + blending and selection + airbrush, and how I make metal look crunchy and reflective with sharp contrast, environment colors, and textured scratch brushes. The background gets a perspective grid, some free city/window brushes, and a last-minute “make it nighttime” color scheme pivot—plus reflections to sell the skyscraper height. Final touches are the fun stuff: rim light, a “smoking gun,” homemade lens flare, dust, and chromatic aberration (and yes, this piece took me 30 hours).

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