Book Image

Draw and Paint Better with Krita

By : Wesley Gardner
Book Image

Draw and Paint Better with Krita

By: Wesley Gardner

Overview of this book

Krita is a free, open-source digital painting program with industry-leading functionality and a creative suite of tools able to bring any visual idea to life. It allows for a fast, clean approach to creating digital art, without the hassle of pay-to-play or subscription license fees, but just like all other art software, it takes time and effort to learn it. This book provides a comprehensive look into functional tools, visual problem-solving, and leading painting techniques using Krita to unleash your inner artist. You’ll learn the functionality and tools of Krita for creating digital and print-quality work as well as explore manipulation toolsets, custom brush creation, overviews of color spaces, and layer management. As you progress, you’ll get to grips with ‘key styles’ needed to make professional-grade digital art, through techniques such as photobashing, 3D paint-overs, and more traditional painting methods, along with covering how Krita handles these workflows. Next, you’ll work through a few step-by-step art pieces using the skills and tools learned throughout the book. By the end of this Krita book, you’ll have a solid understanding of the Krita work environment and be able to bring your artistic visions to life with a myriad of leading industry-standard techniques.
Table of Contents (18 chapters)
1
Part 1: Intro to Krita and Digital Art Terminology Review
6
Part 2: Methods of Visual Communication within Krita
11
Part 3: Projects Unleashing Your Inner Artist with Krita

Summary

In this chapter, we took the initial transfer sketch of our still-life study, and brought it to the final piece! We utilized Levels to equalize our lights and darks, creating a limited tonal palette for ease of blocking in our values. Then, we chose six color tones to act as our values, learning the appeal and workflow of staying with a limited palette. After blocking in our initial colors, we started refining texture using a variety of brushes, then did a few "painterly" passes with some wet brushes and blenders to tie our final piece together.

In our next chapter, Chapter 11, Working with Concept Art, we will be creating thumbnails of environments for a fictional video game. We will be developing ideas using very loose brushwork, but focusing on some critical ideas of perspective and compositional tricks to sell our ideas to a potential art director. Mood will be the main driver of our work, and we'll even learn some great ways to present our ideas to really...