The Render
(Part 2- Coloring Line for comics art in Photoshop)
In this tutorial we will learn how to use Adobe Photoshop to render line art like they do in the comics. The following procedure is not the only way its done, but it is one of the methods used by professionals. This tutorial unlike previous versions of my Photoshop coloring tutorial is done almost entirely in the channels. If using this method is not the thing for you can use layers instead, but I strongly recommend that you give this way a try. It's more friendly on your file size and memory and it teaches you some important fundamentals about the
Download some line art to practice with

Step 1 -Add in a base color.
This tutorial is not about painting a background, but its always
good to give yourself soemthing to work with, it may help establish mood
and color scheme...this doestn have to be written in stone...it may
change later (as you will see in this tutorial). So for now I make the
foreground color a darker blue and in the RGB Channel (select that
channel) and press alt+backspace to fill the entire area. You will
notice your line art remains untouched.

At this stage your channels should look something like mine to the left.

Step 2 - Begin making selections for the Flat Colors
We need to create the 'Flats'. These will help divide our
different color areas. It's important to do this part carefully - even
though it seems like the easiest step, its actually quite important. To
begin selecting areas choose your selection tool, I prefer the Polygonal
Lasso Tool, but some people may use the pen tool or even the normal
lasso tool. I do not recommend using the magic wand at this stage.
Now you want to switch the 'anti-aliasing' option off in the Lasso tool options. This option is located in different spots in
different versions, screen shot from the horizontal tool options bar in
Photoshop 7. Make sure 'feather' is set to zero as well. Hover over the
Images to see what they refer to.
TIP: remember to save often and if you want, save
incrementally as I do - adding a number to the end of the file name to
show its progression.
Step 3 - Begin Flatting
Selecting along the middle of the line art is ideal (John has made
his art work very easy to work with as you can see he has nice thick
lines).

Step 4 - Fill Selections
We are still working in the RGB channel. Once you have an area
selected drop in a base color for that part using the Paint Bucket Tool
(G) with a color of your choice. I like to go with darker colors as the
flat colors tend to end up being my shadow areas color. Continue
selecting and filling areas, keep the fills tight you don't what any
color of one section showing anywhere in another.
TIP: get to know your shortcuts in Adobe Photoshop. Theycan be
real time savers. ALT + BACKSPACE will do the same as the paint bucket
tool by filling a selected area withthe foreground color.

At this point your channels should look something like mine to the left.
Step 5 - Back up your flats.
We are going to create another alpha channel like we did for the
lLine art except here we are going to store our flats in case we need
them later for selections.
Okay this part might seem tricky but its quite straight forward.
Select one of the channels (either R,G, or B not RGB) make a copy of
that 'channel'. To do this press ctrl+a, then ctrl+c. This step selects
the contents of the channel then copies it into memory. Now by clicking
on the new channel icon at the bottom of the palette, or by using the
fly out menu arrow on the top right select 'New channel'. Then with that
new channel selected press ctrl+v. After all that, your channels
should look like mine below.
This will make life so much easier, I love Adobe Photoshop :)
Step 6 - Getting back to the RGB Channel
When we created the new channel the visibility by default turned off
on all the other channels so click on the RGB channel again and then
click the visibility icon beside the Line Art channel to get back into
business. Your line art and 'colored' flat colors should now be visible
again.

Step 7 - Hue adjustment
This step is optional of course. As is usually the case I see changes
that need to be made to the colors I chose for the flats. In this case I
want the skin tones a little darker. Using the magic wand (w) I select
the skin areas and apply a Hue Adjustment (ctrl+h) and slide the
lightness slider to the left. Feel free to experiment with the
saturation and hue sliders at this point if you want, but in this case I
simply decreased the lightness a tad.
Step 8 -Selecting an area for lighting.
One of the hardest things about coloring line art in my opinion
and is something I struggle with is knowing what lighting to use and how
to apply it. I try to read the line art for obvious tell tale signs of
where the light is strongest or what direction its coming from. Some
things you may wish to look for in the line art is the line weight...a
good inker will indicate an area further away from the light with a
heavier line than one that is closer. Remember as well, that light
temperature and color can affect the highlight color as well.
One thing you can do to help with rendering is take an object and
place it on a flat surface then using a flashlite or other strong light
source move in, out and around it seeing how it reacts and the cast
shadows it makes, etc.
In the figure to the left I have begun by selecting the arms only, again using the magic wand. If you get other areas selected in this process as can often be the case you can go in with the Lasso tool (L) and while holding the alt key - remove sections that are highlighted that you don't want. We are still working on the RGB channel. That's right, we are going to render this guy all on one layer (that's why we have undos and the history palette, and the backed up flats). No safety net of layers! Lets keep the file size manageable.

Step 9 - Add general Highlight
I used the Radial Gradient Tool, and selected the foreground to
transparent option as indicated in the screen shot below. Layer mode is
set to Normal. Some people use screen or even dodge modes, but I am not
ready to do that at this stage so I just picked a hue that is higher on
the HSB display, by grabbing the Eyedropper (I) and selecting the base
color of the arm's skin tone then bring in up the HSB dialogue by
clicking on the foreground color in the Tools palette. You can see the
slight increase in volume by the subtle gradation of tones when I
stroked the gradient across the selection. I did this going from the
point closes to the light sources to furthest. This might take some
practice so don't get frustrated, just keep trying.
Step 10 - Selective Highlighting
Keep making selections and applying the gradient to areas you want
highlighted, keep in mind your trying to represent 3 dimensions so look
for areas that will have cast shadow and don't select those areas. This
will help define your shadows more. In the figure below I have continued
with he uniform and glove.
TIP: For softer edges to your selections try usng photoshop's
'feather' feature..Ctrl+Alt+D and choose 3-5 pixels or whatever you feel
is good.
Step 11 - Second stage highlights
Now that we have our lighting direction figured out and a general
lighting applied to the figure we can begin refining the highs by adding
more on top of previous ones. In the figure below I have added a
selection to the baseball cap, and doing the same thing as before with
selecting a higher more saturated color, I will apply the radial
gradient to this selection for a more pronounced highlight. If you don't
like using the Gradient tool feel free to use the airbrush at 0%
hardness, you will have to play with opacity and size settings.

I continue to add highlights based on, trying my best to keep them consistent in value ( First pic on the left). Then I begin doing the same with the skin tones ( 2nd pic).
Step 12 - Third Stage highlights
Yep more highlights...and we won't be done here either (at
least not for this pic, but you could stop here with the highlights if
you so desire). Going back over the areas we did previously, with
slightly smaller selections, and an even lighter hue, its time to add
more highlights. This gradual contraction of selections is sometimes
referred to as 'cuts' but I am quite sure every colorist has a different
method for accomplishing this effect, this is just how I like to do it.
Step 13 - Adding Secondary Light
This step is optional. Secondary lighting and reflected ligh can
make a color job much more interesting, it wasn't really needed here but
I added it for illustration. Taking a light blue and making selections
along the opposite edge of the primary light source, I added in very
lightly - a blue cast using the airbrush. Be careful not to over do it
here. Secondary lights or reflected light should be very subtle, unless
of course you are dealing with some really whacky and dramatic lighting!

Step 14 -Changing the hue of the Background.
This step is optional. At this stage I am not happy with the
background color, yeah it happens. So now we get to use our back up
flats channel to select the background and change its hue. Once you have
gone to the Backup flats channel and selected the background using the
magic wand (w), you will want to restore the visibility back the way we
did way back in Step 6. Then with the RGB channel selected bring up the
Hue/Saturation/Brightness dialogue (ctrl+u). Click on the 'Colorize' box
and then adjust the Hue and saturation levels to your satisfaction.
Step 15 - Adding Final Highlights and Corrections
Well if I haven't lost you up to this point, this is probably where
its going to happen, because what is about to happen here is me
'correcting' mistakes I made with the render up to this point, as well
as adding some 'dodged' final highlights for that extra shiny feel. In
order to do this final highlight step set your tool (either the airbrush
or gradient) to Color Dodge Mode, and select (using the Eyedropper (I))
the base color from the area you wish to highlight and then fly at it.
In this next step I added a gradient to the background just after I
finished the changing of its hues. I did this with the background still
selected. I then added some final dodged highlights, and made some
corrections to the shadow areas and reflected light on the face.
TIP: It may help to think about the coloring as 'building up' the highlights one layer at a time.
Step 16 - Apply the line art
This step is essential to package up your image and this step is
also necessary if you wish to add special effects that cover the line
art, like glows, etc. Bring up a selection of the lineart channel by
Ctrl + Clicking on it. Invert the selection (Ctrl +Shift + I) then in
the RGB channel fill the selection with Black (Alt + Backspace if the
foreground color is black already).
Step 17 - Delete the Line Art Channel.
Now that you have applied the line art you need to delete the
lineart channel and any other channels you are not going to use. Drag
the channels(s) to the trash icon or right click and select 'delete
channel'. Now if you want you can go and add glows or glints or whatever
you like...have fun and experiment!
Step 18 - Save File
You might want to save your file at this point under a
different name, just in case you decide to go back into it later.
This tutorial was created by Chris Arlidge of www.steeldolphin.com, if you have questions about this tutorial visit the Steel Dolphin Creative - Art and Design Forums: www.steeldolphin-forums.com.

