Portraits
 
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Alright, now that we know some general face proportions, lets use that to make something practical. It is time to make the all elusive status portrait (or menu mug shot, or basically any facial portrait you wish to create). This is not an easy thing to learn through any tutorial, as it does involve a lot of practice and experience. So don't be discouraged it takes a little practice to start producing a mug shot with which you are happy. I have also found that oil painting portraits of models, friends or your little sibling (basically anyone you can get to sit still for you) provides invaluable insight. Status portraits come in all shapes and sizes, but we are going to stick to frame sizes of about 32x32 pixels in our examples. In case you are sitting there wondering what a status portrait is, here are some examples taken from published games.

We can see here that none of these characters have a perfectly realistic portrayal of a human face. The skin tones, hair and eye colors, etc., that are used are interpretive and unique to each portrait. This means that as an artist, you do not have to match a perfect skin tone or a perfectly realistic hair color in order to create a realistic looking character portrait. Also notice how some of them have a slightly anime feel to them (especially Crono, who was drawn by the maker of DragonBall Z if it wasn't terribly obvious). All of these variations of the human face are perfectly acceptable, and some of them are quite exquisite considering the color depth used. For those of you that are curious, every face portrait shown above with the exception of Flik (the largest picture, with the guy wearing the blue bandana) have only 16 unique colors or less. Quite amazing, huh? I'm going to assume that your pictures do not need to be limited to only 16 colors, but for those of you who might be working with Game Boy Advanced development art, you are just going to have to pick your colors wisely. It takes a great amount of color knowledge in order to achieve the expertise to make picture perfect portraits (say that 5 times fast! Hehe.). Also, notice the repetition of color in the sprites above. All the portraits from Final Fantasy tactics only have 2 or 3 skin tones. making eye color match with clothing or hair color is a big help, and if you can get away with using a highlight color for the whites of the eyes then go for it! You don't want to waste a palette color solely for the iris or eye whites or an earring or some other tiny feature/accessory.


Well I suppose it is time for us to jump right in. Starting off your portrait picture with amazing detail is almost an impossible feat to accomplish. Start out basic. When you are painting a portrait with traditional oil paint, what you are basically doing is forming the face and hair with color. Don't jump into creating eye highlights or eyes or any facial feature whatsoever. If you don't have a general face blocked out you are going to have no idea what your final picture is going to look like. If you are drawing on paper and hope to scan your picture in, this applies to you as well. I will admit that drawing a face with a tablet is a lot easier and less painstaking than clicking pixels with a mouse, but its not impossible. In fact, it's not even hard! It just takes a lot of patience. I will be making a character portrait along with you, so I will show you what I have blocked out so far. Notice that I will be making TWO portraits at once, just to illustrate the different progression. Also, the picture on the right will be done strictly in 4 bit color depth (16 colors).

Wow, they dont look like much of anything do they? You're right, they dont. Notice there are no details whatsoever. Hell, the only color i even bothered to fill in was the hair of the character on the right! Look at the structure of these sketches however. They already have formed faces, with some guidelines to help placement of facial features. They also have basic hair shape, which is key in helping to form the face. Some of the shoulder and chest features are illustrated so that the heads do not look like they were freshly severed by the headless horseman. It is important that your preliminary layouts have structure. Notice how none of the portraits have a direct, full-on, face forward view to them. They are slightly angled, looking either up or down. This is what gives a portrait character and emotion. The character on the left side has a slightly confident, or possibly stern look on his face depending on his facial expression; but you can conclude that he is not going to have a sappy depressed expression based on his poise. However, the face on the right could be either expressing sadness or extreme anger depending on the positioning of the eyebrows, and how wide his eyes are open, etc. Just to clear up any uncertainties, we are going to make the figure on the left slightly stern looking, and the face on the right somewhat angry looking. Okay, now that we have some facial structures set up, it is time to start adding some detail. Just remember some of the proportional relations that were established on the previous page of this tutorial! Make as many guidelines as you need, because this is the phase of the drawing that usually makes or breaks a facial portrait. I went ahead and filled in some of the generic features of both characters, so let us see what they are looking like.

Now the one on the left is starting to shape up. I took the liberty to define several shades of the skin tone, hair color, and outfit color. One thing that is tricky about skin tone, if you define the shades that represent the skin to have a large gap in the gradient, then there is going to be too much contrast between the skin tones, thus eliminating that 'smooth' effect that you need to represent skin. Almost always blend skin gradually; try not to jump from the first shade of peach to the third shade of peach. And if you do, try to put at least one pixel of the second shade of peach in between the first and third shade. It makes a large difference to your eyes. On both figures, the basic facial features and overall facial expression is established. Once you are over this hump, it is time to start having fun with your portrait. Lets start throwing some accessories on your character to make them a little unique. The figure on the left needs an outfit all together, so let's go ahead and fill them in.

Alright, now we are really cooking here. Looking at the character on the left, I added some more detail to the hair, and gave him a bandana. I also worked in his eyes and adjusted his eye brows so that they didn't look so huge like they did in the previous example. There's also little 'buttons' that I put on his outfit. The character on the right has undergone severe development, his chin was raised a bit because I felt his face was a bit too long. Also his hair got a little bigger and I added a center part to it. I also gave him some sort of blue coat that I thought would look cool on him, and made his eye color match that of the coat. Note that as of now, the portrait on the left uses about 25 colors and the portrait on the right uses about 15 or so. Actually his eyes are green but in order to save color space we will convert them to blue. At this stage you can make color changes, add a little more detail to the costume, features, and any other subtle changes you wish to make. Let's take a look at how our characters turned out.

Just to go over some of the edits I have made, I changed the color scheme of the character on the left completely. However it is important to note that I did not change the number of shades of color that I used in the face and costume. However, I did blend his hair a little with the smudge tool in order to make it look a little smoother. I added highlights in the hair on the right hand character, and used that same hair color in order to give him some stitch lining on his coat. Now you probably read through this page in a matter of minutes, when in reality it took hours of fiddling around with pixels to make the portraits. No one ever said that they aren't tedious to make. Just take it step by step and make the appropriate adjustments as you see them. Now lets sit back, and see how they can blend in with the rest of them!

 

 

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