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Ultimate Guide to Character Coloring and Material Rendering by Hadi

Ultimate Guide to Character Coloring and Material Rendering by Hadi

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Author:Hadi

Duration:22 hours 37 minutes

Actual Duration:45h 22m

Release date:2021

Publisher:Coloso

Skill level:Intermediate

Language:English

Exercise files:Yes

Software:Photoshop

Course URL:https://coloso.co.kr/products/illustrator_hadi

Master game-character coloring in Photoshop — skin, hair, leather, fabric, metal, jewels and sci-fi materials — with 20+ texture brushes included.

Coloring decides an illustration’s finish — and material rendering decides its density. Game original artist Hadi (main original art for Terra M) teaches the full spectrum of materials a working illustrator must know: why each substance looks the way it does, what history sits behind it, and how to paint it. Across 25 lessons / 22 hours 37 minutes you train on skin, hair, fur, leather, fabric, jewels, iron and new sci-fi materials, and finish two game characters — male and female — in five upgraded designs, with 20+ material-matched Photoshop brushes included.

🎯 What you’ll learn

  • Read materials through light: specular and diffuse reflection, reflectance, and how light interacts with each surface
  • Paint believable skin: multi-layer behavior, SSS (subsurface scattering), ambient light, age- and tone-dependent reflectance
  • Render hair and fur: sectioned hair painting, roots, baby hair, hairlines, highlights, flowing hair and animal fur
  • Paint leather by type and age: suede, synthetic leather, weathered and processed leather, belts and garments
  • Paint every fabric fast: cotton, linen, wool, silk, velvet, jacquard, satin — plus frills, lace and beautiful folds
  • Design and render jewelry and weapons: faceted gems, accessories, armor terminology and how to wear it
  • Paint iron and steel by reflectance and color: worn, dented, scratched and corroded metal, armor and patterned weapons
  • Render new and natural materials: plastic, vinyl, holograms and sci-fi costume textures, flowers, vines, smoke and water
  • Finish with simple effects: fire, light and lightning built directly in Photoshop

✅ Requirements

  • Skills: Able to draw human figures to a reasonable level and understand light basics; coloring fundamentals helpful but the course builds them up (course level: intermediate)
  • Tools: Adobe Photoshop CC (latest version recommended; around 15 of the included brushes are also Clip Studio-compatible)
  • Hardware: Standard illustration PC, drawing tablet, minimum 16GB RAM recommended for layered high-resolution character files

📝 Description

Most students draw faces and bodies without trouble — then stall because their material rendering cannot carry the picture past a certain quality bar. For game original art the bar is literal: a 3D modeler must read exact material feel from your painting. Hadi’s class attacks exactly this gap, always teaching the why before the how: the properties of each substance, the reason it behaves that way, and only then the rendering method.

Training is organized by material, each closing on a real character pass. Skin starts from light physics — simultaneous reflection, transmission, absorption and scattering, SSS and ambient light — then splits into female and male faces with age- and tone-specific reflectance. Hair is built in sections (roots, baby hair, hairline, highlights) before fur and brush technique. Leather moves from type recognition to weathered low-level outfits and finished belts; fabric covers ten weaves plus costume history, garment construction and fold mechanics with force-point reading.

The second half raises complexity with level: faceted gems and accessories, iron in every worn state, full armor design (terminology, wear logic, dark armor), patterned weapons, then new materials — plastic, vinyl, holograms — composed into a sci-fi costume, and finally natural subjects and fire/light/lightning effects. Two characters rise through the levels as you learn: male (leather outfit, armor) and female (dress, armor, SF costume) — five designs total, each denser than the last.

Total: 25 lessons, 22 hours 37 minutes, with 20+ material-matched brushes provided. Level: intermediate. Card built from the manufacturer page via the Coloso dump pipeline.

🧑‍🎓 Who this course is for

  • Painters past the beginner sketch stage who want solid coloring fundamentals that hold up in finished work
  • Illustrators who can draw bodies and light but whose pictures plateau for lack of material rendering
  • Artists who draw faces well yet hear their overall quality is lacking — and aspiring game original artists

🧑‍🏫 About the Author

Hadi is a working game concept original artist and instructor at Ego Art Academy, currently on character original art for Project M following main-original-art roles on Terra M (Krafton Scol) and Terra Origin, art-team lead at Joypin, and character art for Project L.O.M. Before games, Hadi spent years as a webtoon artist (Naver’s TATTOO, Yahoo’s ESCAPE, Nate’s WILL), with exhibitions including the Chinese Dongman exhibition and One Piece Buster Call, plus outsourcing for SK Telecom and LG Household & Health Care. The class distills that cross-field mileage into systematic drawing and coloring know-how.

🏁 Final Result

  • Two finished high-density game character illustrations in five designs — male in leather and armor, female in dress, armor and sci-fi costume
  • A reusable material-rendering system plus 20+ brushes: read any substance, choose the right expression, and apply it to the next character
Curriculum

📋 Course content

  1. SECTION 01. Materials used in illustration and original art
      1. What is a material (instructor and curriculum intro, what texture means, light reflectance, why study materials, common material types)
      1. Light properties for texture rendering (specular vs. diffuse reflection, simple brush setup)
  2. SECTION 02. Skin texture rendering
      1. Properties of skin (multi-layer material: reflection, transmission, absorption, scattering; SSS; ambient light)
      1. Drawing faces (facial skin, eyes, nose and mouth, natural SSS and ambient light; female character face drawing)
      1. Skin by age and tone (coarse-skin reflectance and color, middle-aged male face, pores and wrinkles; male character face drawing)
  3. SECTION 03. Rendering hair and fur
      1. Hair rendering (sectioned painting, roots, baby hair, hairlines, highlights, flowing hair; female character hair)
      1. Various furs (realistic coarse hair, animal fur and fur trimming, effective fur-brush use; male character hair)
  4. SECTION 04. Rendering leather
      1. Leather properties and types (leather, suede and synthetic leather painted to character)
      1. Weathered leather (surface and weathering; low-level leather outfit on the male character)
      1. Processed leather (belt design from sketch to finish over the leather outfit)
  5. SECTION 05. The beauty of fabric
      1. Fabric types and rendering (cotton, linen, wool, silk, velvet, jacquard, satin; fast simple rendering methods)
      1. Western costume history and terms (ancient to 16th-century costume change for fantasy art, difficult terms explained)
      1. Drawing garments (dress from rough sketch to finished fabric; female character level-1 dress)
      1. Beautiful folds (effective fold technique, reading force and action points)
  6. SECTION 06. Jewels
      1. Jewel types and rendering (gold, raw stones and gems painted easily; faceted gems through plane splitting)
      1. Accessories (accessory design and drawing from design to render; extra accessories for the level-1 female character)
  7. SECTION 07. Iron and steel
      1. Drawing iron varieties (reflectance- and color-based iron; worn, dented, scratched and corroded metal)
      1. Armor master — understanding (armor terminology, how armor is worn, fantasy armor from design to render; female character level-2 armor)
      1. Armor master — character and rendering (dark armor; male character level-2 armor)
      1. Weapons and patterns (metal thickness and pattern rendering, dimensional metal from simple patterns; female character weapon)
  8. SECTION 08. New materials
      1. New trend: the arrival of new materials (plastic, vinyl, hologram and other new substances)
      1. Applying new materials to SF (drawing SF new materials, effective rendering with textures; female character level-3 SF costume)
  9. SECTION 09. Natural and formless materials
      1. Natural materials in illustration (flowers, leaves, trees, vines; smoke, clouds, water; Photoshop tool know-how)
      1. Effects (fire, light, lightning and other effects; female character effect pass)
      1. Wrapping up (observation and application)

📢 Guys, this is a Group Buy campaign, check the GBC forum thread to get access

You can find the course preview in the download section below.

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