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Vector hair
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6.2 Fantasy Hair: Rendering the Hair

Hey all, welcome back to Creative Vector Hair on Tuts+. My name is Sharon Milne, and in this lesson, I'm going to show you how to render this fantasy hairstyle. You'll learn how to create free-flowing hair and how to create hair around a form. So let's get started. I'm gonna start by working on the antlers first. I'm going to duplicate their bases and place them in a new layer. I'm going to sample the color from the rest of the bases, and then hide those layers. Time to start drawing strokes around the antlers. I'm using the paint brush tool with our tapered brush. This has a 0.5 point stroke weight, and is set to blender mode multiply and passed 20%. You'll notice I'm overlapping the strokes and layering them, going over the edges of the base. Just cover the one antler. These are base strokes and will be mirrored to the other side. Select all of these strokes, and then group them. Then with a duplicate of one of the other bases, create a clipping mask. Lets duplicate the base and fill it with white. And place it on top of the guiding strokes. I'm going to add an inner glow to this shape set to mode to multiply. Using the dark brown in the design, with an opacity of 100%. And blur of 10 pixels. This will help give the antlers a three-dimensional look. I then set the blender mode for the shape to blending mode multiply, opacity 100%. This is so the white becomes transparent, and only the inner glow will show up. Then in the appearance panel, go to duplicate item on the fill, and change the inner glow blur to 7 pixels. Then I change the opacities to both of them to 50%. Let's add some strokes to the sides of the antlers. These have a 1 point stroke weight, and I'll set to blend and mode multiply, opacity 25%. Once done, group them together, and add them to the clipping mask. Duplicate the clipping mask, and go to object transform reflect and select vertical. Click on OK, and move the duplicate into place over the top of your base. I don't like to see detailed work with duplicate items in them. It does look lazy. But he at the same time, it is a lot of work to render both antlers from scratch. So to avoid the carbon copy look, I duplicate the early stages of the antlers, and then render the rest of it as if there were two separate entities. So with that, I create the highlights on the antlers set to blender mode color dodge and opacity 25% with a 1 point stroke weight. When finished, I group them up and put them in the corresponding clipping masks. Like I create fly away hairs on previous projects, treat the antlers the same by adding fly away hairs to these. Apart from I'm making them a bit more obvious to give more of an organic look. Both sets of hairs, I'll be adding with the stroke rate of 0.25. The first set, I'll set to blender mode multiply and opacity 50%. The second is set to blender mode color dodge, opacity 50%. Then group them together when done, and keep them organized. But do not place them in the clipping mask, because they're overlapping the area. Time to start working on the rest of her epic mane of hair. I want the antlers to stand out, so I'm gonna change the hair to a more contrasting green from the inspirational colors I've picked out from before. I'm gonna start by rendering the hairline. This is the same as the previous projects. Using the tapered brush to draw strokes in the direction of the hair, and then object expanding them and then using the pathfinder unite to combine them. This time, I did them directly to the base, which overlaps the forehead. Let's render that hair now. I am going to make a new layer and lower the opacity of the sketch. I will be using the sketch initially as a guide to where the curls and the waves are. Usually for a smaller design, I'd use the pen tool for maximum control. However, as I want this hair to be free-flowing, I'm using the paintbrush tool. I use the same green as the base, but I've set it to blender mode multiply. Later on, I'll reduce the opacity to 30%. But for the initial guiding strokes, I'll have it on 100%. Remember, these strokes will still be included in the final hair rendering. But these are the guiding strokes and will help determine the direction of the free-flowing hair. Begin adding further strokes with the same settings throughout the design, focusing these strokes overlapping on the roots and the darkest area of the hair. Imagine where the peaks of the hair are, where there'd be highlights, and add strokes to the shadowed areas. I then darken the bases to a more emerald, forest green. I changed the guiding strokes to blender mode screen, opacity 15%. I'm going to create a shape for the clipping mask of the hair. So fast, I duplicate the background rectangle. Then with a duplicate of the portrait skin base, I'm going to use Pathfinder Minus Front. I then use Pathfinder Unite this shape with the overlapping bases of the skin. This will create the shape of where all the hair will be. I use a shape to then create a clipping mask with a group of hair created for the guiding strokes. I'm going to use the same settings of blender mode screen, opacity 15% to add further strokes. This time I'm focusing on the highlights in the hair, and using the two point stroke weight. Be sure to add these strokes all over the highlighted areas, and in an even way. If you're unsure you've covered all the areas, just select all of the strokes to highlight where the areas you've drawn are. Once done, I'll group the strokes together and add them to the clipping mask. Let's push those highlights further with 1 point strokes set to blender mode, color dodge, opacity 20%. These will be smaller areas you're focusing on. As the areas get smaller, the more depth and contrast you add, and that will create a more realistic finish to the hair. Of course, when you're done, group them together, and place in the clipping mask. I go in and darken the base and the strokes of the antlers. I don't want them to get lost in the design of the hair. But at the same time, I don't want the brightness of the antlers to look too out of place. While I have the antlers shown, I want to make sure that they blend well at the base of the shapes. So I use blender mode multiply, opacity 30% strokes to add shadow around the bottom of the shapes to look like the antlers are growing away from the partings in the hair. Using the duplicate of the hair base, I add transparent radial gradients set to blender mode multiply in the darkest areas of the hair. So this is in the hair partings. The sides of the head and then an inverted transparent radial gradient clipping the edges of the entire canvas. As I've played with the depth of the hair, I'm going to tweak the antlers yet again. When you're working with different entities, you want to make sure they compliment each other well. I add some blender mode multiply strokes to the curls to help define them. Then with transparent radial gradient, I add shapes to the hair to emphasize shadow depth. This helps to add a layering effect to the hair. These shapes are mainly created with the pen tool for accuracy around the curls. And I'll set to blender mode multiply, opacity 80%. The gradients set a stroke shadow on the design. So I'm going to need to balance this out with some more highlights. I'm using a golden yellow stroke color to bring out the green tone in the hair. And set it to blender mode color dodge, opacity 20%. I add these strokes throughout the hair to add a nice golden shine. Then using the pencil tool and a transparent radial gradient using the golden yellow, I add patches of highlights over the most shiny areas. These are set to blender mode color dodge, capacity 20%. If you notice, these shapes have a zig-zag edge to create more texture to the shines. I create further texture using the same gradient. This time, set to color dodge,opacity 30%, and I apply it with the blob brush tool. This creates thinner strands of shine to the hair, really emphasizing the golden glow. Let's help the antlers stand out more. I duplicate the bases to the antlers, and create a compound path so they're one shape. I then apply a one pixel blur drop shadow to the shape, and set it to blender mode multiply. I group together the antler shapes, apart from the flyaways and the drop shadow and add them to the clip and mask of the shape of both of the antler bases. I then modify the bottom of the shapes, where the antler meets the hair, to give more of an impression of them growing out of the hair. I do this with the direct selection tool, just modifying the clip and mask shape and nothing else. Talking of flyaway hairs, let's add some of these to the bottom of the antlers, around the portrait. These have a green fill and are set to blender mode normal, opacity 50%. Let's start finishing off this design. As the hair is a new addition to the portrait, there won't be any shadows rendered to represent the hair falling onto the skin. So I'm gonna triplicate the base of the skin, within the portrait layers, and that inverted transparent radial gradients, and normal radiant gradients, to where the hair is overlapping onto the skin. So this is around the hairline, the areas near the ears, the neck, and the shoulder. I then finish off by tweaking some of the shapes, which are overlapping the portrait to ensure everything is as polished as I want it to be. Next time on create a vector here, our forest goddess gets changed into its polar opposite with our fantasy variation. Thanks for listening.

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