Well, I've finally gone and done it... I have finally decided to make a
tutorial on doing cg, something I've been forgetting to do for a while
now. There is no right or wrong way to do cg, and I personally have more
than one way of doing it, but hopefully some of what follows will be
helpful.
CG Start to Finish
Part One: Outline in Photoshop
The first few steps cover creating the lineart. If you already have
lineart to color, you may skip ahead.
Step 1: the Sketch
To begin, I open up Photoshop and make a new canvas. For the sketch, I
want my whole canvas to be visible onscreen at 100%. This is so it doesn't
take much time for the computer to render my strokes, and also so I can
see everything. The sketch is quick and messy and I don't want to sit
there with a giant canvas squinting at my sketch lines and waiting for
Photoshop to finish rendering my last stroke.
For this image, I started off with a basic idea of what I wanted to do:
one character would have his arms over another character next to him. It's
always a good idea to have some idea of what you're doing. Since I knew
the basic layout in my head, I could approximate the size, and began with
a blank 800x500 canvas.
Next I made a new layer for my sketch. I set my brush to 3-pixel, hard,
without any tablet sensitivity. No shape or opacity variations. You can do
your sketch with any brush, really, but I find a solid 3-pixel one suits
me best. Also, my computer has been having memory issues recently (need to
clean up the HD) so Photoshop can't figure out the tablet pressure
sensitivity thing. XD
Anyway! I start by drawing a very rough approximation of where the heads
are. I decide the heads are a bit too far apart, so I lasso one and drag
it closer to its friend. I also decide one of the heads is a tad too big,
so chop it down a bit. Don't feel bad if you have to move, resize, or
redraw things at this point of the process. It means much less work later.
You shouldn't be redrawing too much, though. This is a sketch: something
really rough and unfinished. It doesn't have to look perfect. In fact,
don't obsess over the details! Just focus on the basic things, like layout
and flow and shape.
Here's my finished rough sketch. It took less than ten minutes. (I've been
typing this up while working on it.)

Now I decide there's a bit too much space on the sides and not enough on
the top and bottom, so I crop the image some and add pixels to the canvas.
I also tweak the shoulder on the left a tad.

Step 2: Refining the Sketch
So now I have this rough sketch, but it's fairly small, roughly 800 x
500, and when working on a computer, you should always work nice and big!
So I resize the whole image 300%. It could really be bigger, but this
really isn't a major project. Next I make my rough sketch grey by changing
its layer opacity to 30% (or thereabouts; this isn't an exact thing).
Now I make a new layer and start drawing again. I do this drawing at 100%
using my 3-pixel brush. The rough sketch becomes important, because
without it to use as a guideline, working at 100% would be impossible.
It's too big for me to see well! I could draw it at 50%, but then it would
be a bit rougher. It's your choice. I do zoom out to 50% often to check my
work and for drawing longer lines.
I also make a second layer for difficult overlapping areas, in this case
the hand draped over the shoulder. This let's me work out the specifics of
the hand without messing up the line of the shoulder. Normally I would
also do a separate layer for the hair. After about an hour, I'm finally
done. I erase the lines that won't be seen due to overlap.

Here's the partial lineart over the sketch. (The sketch has been colored
blue to make it easier to see.) Not a lot has changed. The positioning of
the eyes on the left is the most noticeable thing.

Flipping the canvas horizontally, I can see my characters have a rather
annoying bit of tilt to them.

This is a frequent problem, and actually, it's not such a terrible thing.
Art is made to be viewed in a certain position. Personally, I have double
the trouble when it comes to skewed images because of my astigmatism. You
absolutely don't have to worry about flipped things. Look at some of your
favorite artists, flip their work, and you'll find quite a few don't pass
the flip test, but still create beautiful art. So really, you don't have
to worry about this. In this particular instance, though, I felt like
bothering to flip and tweaking my lineart a bit. It's not hard to do,
after all. I just lasso up the areas that need fixing and skew them a bit.
Flipping also helps me notice a few details I might not have normally
missed, like the pupils on the right (normally left) character were pretty
badly misshapen. Also, the lower character's hair was uneven. A few quick
tweaks, and I'm happy.

Flip it back, notice a few more little tweaks, and all looks good.

Step 3: Finishing the Lineart
So I've got the start of my lineart, but it's more like a refines sketch,
because the characters are still missing something: clothes! So making yet
another new layer for drawing, I draw on the clothes.
Obviously, you could include clothes from the rough sketch stage, but I
like to work out the underlying framework of the body more before adding
the clothes. It's a personal choice thing. In any event, I don't bother
sketching out anything for the clothes. Having already finished off the
characters, I don't really need to. I do turn the character lineart down
to 50% opacity so I can see the different layers.
I also take the opportunity to do some more tweaking to the character
lineart. XD

Now, since I'm about to erase portions of the character lineart, I re-save
as a second psd. Really, I could have just duplicated the character
lineart layer to preserve the original, but I like making separate files
because I'm also going to delete my rough sketch layer in this new copy.
Wave bye-bye to the rough sketch, among other things.

Now I place my lineart layers in one happy group, minimize it, and finally
start on the coloring!
Step 4: Mapping Out the Color
The first thing I'm going to do now is map out all the giant areas of
color on different layers. First the skin. Since the areas of skin on the
character don't overlap, I can place all the skin on one layer.

When mapping, don't worry about areas that will be covered by other
colors. Notice how my mapping of the skin is only exact where the skin
goes over the background. In other areas, like under the hair and shirt,
it's sloppy. Those sloppy areas will be covered by the exact mapping of
the layers above them. I'm sorry this sounds so complex... it's really
very simple. You actually could map out all the areas exactly, but not
doing so saves a lot of time, really. Since the hair doesn't overlap, I
put both the characters hair on the same layer, too. I also put the band
on the arm things on the hair layer. This is going to end up being my top
layer.

Now I place the left character's clothes and the right character's
undershirt on the same layer, because none of those things overlap. This
layer will go under the hair, but above the skin.

But Em, you ask, couldn't you put all of these things on separate layers?
In short, yes, I very well could. But my computer is having memory issues,
so by placing multiple things on the same layer, I save my computer a bit
of hassle! And really, putting everything on separate layers is more
complicated than what I'm doing, especially if you forget to label the
layers. Now the only major layer I have left to do is the lower
character's jacket, which touches everything and has to go on a layer of
its own. Clean up a few edges and voila, my image is color-mapped.

On to Part Two!
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