Cheeky Santa

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For this tutorial you will need - PSP 7
Eye Candy, version 3  available free here
Fantastic Machine's Paint Engine, available here
and a good general knowledge of PSP and vectors, this is not for a novice.

Having made this Santa I was asked how I did him. So I have retraced my steps to give you this tutorial. The instruction for making the shapes proved difficult as I used a lot of node editing and vector drawing, so I have included a lot of screen shots in the hopes you will get the general look of my Santa. I think what makes him look so good is the Paint Engine plugin, I love this effect as it seems to smooth out any shading giving it a painted quality. Yours will have your own individual look as you will be doing all the drawing. Do not expect to get an exact copy as we all have our own style of drawing.

 

Remember to save you work often. I am not in the habit of giving this reminder in my tutorials, this is something you should do automatically :o) Say's she who is always getting caught by a dreaded PSP freeze. When you first use the save as option, click the options tab and make sure you are saving in PSP7 format, you need to do this to be able to save the vector layers. I use lock transparency a lot, this locks the actual shape and any airbrush work will only affect the actual shape and not the surrounding area but you must remember to unlock each layer as you're done. 

OK, lets crack on.

If you wish you can drag this image onto your work area to use as a template, increase the size by 200% and away we go :o)

 

 

1.Open a new image, I used 600x640,  with a transparent background.  Create a new vector layer, naming it coat left, set the foreground to black and the background to red, I used #D84B3F. You can use the preset shapes tool and then edit it but I prefer to use the draw tool , freehand line, width 2, #1 solid, antialias, vector and close path all checked, on the central tab I have curve tracking set to 10. Draw the left hand side of the coat.

2. Create a new vector layer, change the background colour to white.  Draw around the edge of the coat to make the trim.


 

3. Create a new vector layer naming it arm left. Change the foreground to the red that you have been using, use the preset shape tool set to ellipse, antialias and vector checked, line width 2, #1 solid, draw the left arm and edit the node so that it looks something like the screenshot, I didn't alter the attributes of any of the nodes, just played with the control arms.

4. Create a new vector layer naming it left hand. Change the background to whatever colour you wish to have the mittens, I used #697358. Draw an ellipse then add and edit nodes to shape the hand as shown.

5. Create a new vector layer naming it arm left trim. Change the background to white. Use the preset shapes tool to draw a rounded ellipse, add and edit nodes to achieve the shape shown.

 

 

 

6. Create a new vector layer. Change the background to the red of the coat. With the draw tool, same settings as previously, draw the right side of the coat, this will include his arm.

7. Create a new vector layer naming it right hand. Change the background to the same colour as the left hand. With the preset shapes tool draw an ellipse, edit the nodes as shown.

8. Create a new layer naming it right arm trim. Change the background to white. Using the preset shape, ellipse, draw an ellipse and edit the nodes as shown .

 

9. Create a new vector layer naming it right coat trim. Using the draw tool draw around the bottom and left side of the coat.

10. Create a new vector layer naming it belt. Change the background to black. With the preset shape tool, rounded rectangle draw a narrow rectangle, making sure it is long enough to reach under the left hand, rotate slightly to fit the shaping of the coat. Go to the layer palette, drag the left hand layer to the top, then the left hand trim to the very top.

 

11. Make the belt layer active, create a new vector layer naming it buckle. Null the background, set the foreground to metallic gradient, angle 140, repeats 0. With the preset shape tool, rounded rectangle, change the width to 10, draw the buckle, rotating slightly to suit the belt.



 

12. Create a new vector layer, naming it face. Change the background to #FEC69C. With the preset shapes tool, draw the face. Create a new vector layer naming it nose, draw another ellipse for his nose. Go to node edit. Hold the curser over the edge  between the top and right node, hold Ctrl and add a node. Bring this node down a tad and move the arrow at the same angle as shown. Click away from your shape, this will allow you to see the nodes without the arrows, get as near to the right of the added node as you can, add another node and hit delete.

 

13. Make the face layer active.  Create a new vector layer naming it beard. Set the background white. With the preset shapes tool, draw an ellipse, add and edit the nodes as shown.
 

14. Make the nose layer active. Create a new vector layer naming it hat, change the background colour to red. With the draw tool, draw the hat. Yes, I know it's not on his head but we are now going to draw the hat trim :o)

 

15. Create a new vector layer naming it hat trim. Change the background colour to white. With the draw tool at the same settings draw the trim so that it over laps the hat and the face.

16. Create a new vector layer naming it bobble. Change to the preset shapes tool, same settings as before, draw an ellipse at the end of the hat for a bobble.

 

17. Make the very bottom layer active, this should be layer1 which is an empty raster layer. Create a new vector layer naming it left foot. Change the background colour to black. With the draw tool Draw his left boot. Create a new vector layer naming it right foot and draw his right boot.

18. Create a new vector layer naming it left sole. Null the foreground and change the background to grey, I used #404040. Draw the sole of his left boot. Create a new vector layer naming it right sole, do the same for his right sole.

19. OK, last couple of layers now then we can get cracking with the fun bit :o) Create a new layer naming it left foot trim. Set the foreground to black and background to white. Draw the left boot trim. Create a new vector layer naming it right boot trim. Draw the trim for his right boot.

OK, we're done with the shapes that we need. If you want to make changes you need to do it now while you still have the layers in vector format. If you are happy with the overall look of your Santa, convert all layers to raster. Here's a screen shot of my Santa and of my layer palette.

         

 

20. Make the bobble layer active. In the layer palette lock the transparency. Null the background and set the foreground to a light blue, I used #A9DCE7. Use the air brush at the shown settings to spray the bobble. Unlock the transparency. Effects/Plugin Filters/Eye Candy 3/Jiggle at the settings shown.

Airbrush Setting
Shape - Round
Size - 33
Hardness - 0
Opacity - 30
Step - 8
Density - 16

 

21. Make the hat trim layer active. Lock the transparency. Use the airbrush to spray around the bottom edge. Change the foreground to black, use the draw tool, freehand line, width 3, #1 solid, antialias checked, draw some lines on the trim. Unlock the transparency and apply the same Eye Candy Jiggle setting. Repeat these steps for all the trim layers but on the boot trims do not draw any lines, just use the air brush.

 

22. Make the beard layer active. Lock the transparency. Effects/3D effects/cutout, vertical & horizontal 0, opacity 40, blur 60. Unlock the transparency and apply the Eye Candy Jiggle.

That's all the layers that need the Jiggle effect, we'll now move on to Paint Engine.

 

23. Make the hat layer active. Lock the transparency. Using the paintbrush , round, size 6, hardness 0, opacity 50, step 1, density 20, set the foreground to a dark red, I used #49120F, shade the hat and give it some shape. Unlock transparency. Effects/Plugin filters/Fantastic Machines/Paint Engine, I used the film grain setting. 

 

24. Make the coat right layer active. Lock the transparency. Effects/3D effects/Cutout, vertical 0, horizontal -6, opacity 100, blur 56, colour black. Using the paint brush at the previous settings, I then painted in some detail. Changed the density to 3, size to 40 and painted some shade then dabbed around. Unlock the transparency. Apply Paint Engine film grain setting. 

By using this same method, changing the settings of the paint brush, I painted the left arm and left coat. Changed the vertical of the cutout to 10 for the arm. Used the same cutout for the left coat as was used for the right coat. Remembering to lock and unlock the transparency. Trying to explain exactly is difficult so the best thing you can do is to play. 

25. For the gloves I used a dark green, #2D3127, locked the transparency, painted in the detail, using a small brush for the lines and a large brush, 40, and a density of 3 for the rest. Unlocked the transparency and applied the same Paint Engine effect.

26. Change the foreground colour to white and work on the boots. Lock the transparency and by changing the size and density of the paint brush paint in some detail. This does not have to be too exact or too realistic as you will have noticed by now that Paint Engine seems to improve anything you have done :o)

27. Working on the sole layers, lock the transparency, change the foreground to black, using a large brush, 40, low density, 3, paint in some shade. Change the foreground to grey, I used #C0C0C0, change the brush size to about 5, density to about 60, magnify your image and paint the top of the soles. Unlock the transparency and apply Paint Engine.

Having done that the soles need something extra. Change the foreground to #202020, use the draw tool, freehand line, width 2, #1 solid, antialias checked, magnify your image and by following the highlight of the top of the sole draw a line to give it some depth. Do the same for both sole layers.

28. Make the belt layer active. Lock the transparency.  Change the foreground to white, use the paint brush size15, density 13 and dab on some highlights. I say dab as this way you can gradually intensify the colour at the center of the highlight. Unlock the transparency and apply Paint Engine. 

29. Make the buckle layer active, apply Paint Engine then give a drop shadow, vertical & horizontal 0, opacity 100, blur 10, colour black.

 

30. Make the beard layer active. Change the foreground to black and using the draw tool at the same settings draw in his mouth.

 

31. Make the nose layer active, create a new layer naming it nose2. Set the foreground to #E15A2B. Use the air brush, round, size 22, hardness 0, opacity 30, step 8, density 9, spray around the bottom edge, dabbing in places. Change the foreground to white, the size of the air brush to 10 and paint on a highlight. Effects/blur/gaussian blur with a radius of 3. Make the nose layer active, Ctrl+A, Ctrl+F, Ctrl+H (set at 2), Shift+Ctrl+I, make the nose2 layer active and hit delete.

These short cuts will select all, float, feather, invert

 

 

 

32. Make the face layer active. Create a new layer naming it face2. Set the foreground to #E15A2B, use the airbrush, size 22, other settings stay the same, paint in some shade. Apply the same gaussian blur. There should be no need to delete anything on this layer as it is covered by the hat and nose.

33. Create a new layer for the eyes. Change the background to black, null the foreground, use the preset shapes tool, ellipse, line width 1, #1 solid, antialias checked, draw in his eyes.

 

And that's it. I'm sorry if the instructions haven't been too thorough but when it comes to painting we all have our own techniques and we shouldn't be tied down using someone else's methods. 

If you want to make some snow balls to put in his hands simply make a white circle give it some depth by spraying with light blue as we did for the bobble on Santa's hat, and apply the same Paint Engine effect. I found the edges were darkened by Paint Engine so I then selected and floated the snowball, contracted by 1, inverted and deleted, this got rid of the dark edge.

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