DPT Vol.2
DPT Vol.2
contents
chapter 01 – characters
Dyna m ic a n d E xa g g er at ed P o ses
M ark Mc D onnel l
Pai n t ing a Va m p ir e
Richar d Ti l bury
F utur is t ic M a r in e s
Ig n a c io Bazán L az c ano
C ar ic at ur e s
Jas on Sei l er
Ki ng Art h ur a n d E xc a l ib ur
Simon D omi nic
chapter 03 – fantasy
M edie va l M a r k e t
Ig n a c io Bazán L az c ano
Fantas y C it y on S t ilt s
Jes se Van Di jk
M edie va l Slum s
Richar d Ti l bury
chapter 04 – vehicles
De sig n ing a c onc ep t r a c i ng ca r
Dwayne Vanc e
Sci- Fi Rob ot
C ar lo s C abr e r a
T r a in Dep ot
Ioan D um it r e s c u
Ab a nd oned Fa ctory
S e r g S o u l e im an
T he M a king Of “D u st ”
C h a se S tone
the gallery
Introduction
C o m p i l ed by t h e 3 D T ota l T e a m
Introduction
Throughout the history of mankind, ages have been defined and shaped
by the artistic styles of the period, from Renaissance, Romanticism
and Neoclassical through to the present age, the Digital age. Digital
Painting Techniques: Volume 2 is just a small insight into this exciting
and creative age that drives so much of what we see and enjoy in the
modern entertainment industry. Art surrounds us, we look at it every
Tom Greenway Simon Morse Chris Perrins Richard Tilbury
day, sometimes without even realizing it. As digital artists and their
techniques improve and develop, more and more of this art is being
created digitally using the skills described in this book.
All works are copyright © 2010 by the credited artist, their representative or copyright holders.
Every effort has been made to locate copyright holders of materials included in this book in order
Throughout the pages of this book, you will find detailed tutorials on
to obtain their permission to publish it. If you need to contact us, the details are:
[email protected] varying subjects and themes that provide a great starting point for
3DTotal.com Ltd, 1 Shaw Street, 3rd Floor, Worcester, WR1 3QQ, United Kingdom anyone planning to take-up digital art, or anyone aiming to improve
viii
Introduction
and build upon their existing skill set. Digital artists employ many
differing methods to create art, from speed painting and custom
brushes which make the painting process more efficient and
help move the process on at a quicker rate, to painting over a
base made in 3D which allows the artist to be more accurate and
detailed, these are all techniques instructed in this book.
Simon Morse
C on t en t M a n a g er , 3 D T ota l
free resources
Some of our Digital Painting Techniques tutorial artists have kindly supplied, where
appropriate and possible, free resources to accompany their tutorials for you to
download to follow along with their teachings. You will find free custom brushes
donated by Ignacio Bazán Lazcano, Richard Tilbury, Nykolai Aleksander, Roberto
F Castro, Carlos Cabrera and Jama Jurabaev. On top of these, 3DTotal are also
providing the 3D base images to accompany the ‘Using a 3D base for Digital Painting’
by Carlos Cabrera, Ioan Dumitrescu and Serg Souleiman.
ix
© Kekai Kotaki
characters Creating a character is a tough but very
rewarding experience for any artist. Story
plays a big part in painting one. Getting
that story to show through is the tough part.
Whether happy or sad, stoic or emotional,
recognizing and respecting what your
character is about makes them stand out
and defines him/her. There are countless ways to do this, and almost
limitless possibilities of what makes a character special. It is important
to recognize that it is also necessary to have the technical proficiency to
properly execute your idea. Having the draftsmanship to be able to draw
your character in any moment of time will better allow you to tell the story
of your character.
Kekai Kotaki
[email protected]
http://www.kekaiart.com
characters
D y n a m i c & E x a g g e r at e d P o s e s
By M ark McDonnell
Introduction
To create a dynamic and exaggerated pose
is to push the limits of human (or animal)
physics. This becomes much easier if one has
an understanding of the anatomical make-up
of the human body. Many artists have spent
lifetimes figuring out the mechanics, and how
the “human machine” performs under various
stresses. It can take a lifetime to perfect the
mechanics of the body’s movements and
gain the understanding of how all the pieces
fit together to form the perfect puzzle. For
the sake of using this information to help you
perform in the animation and entertainment
industry, simplifying is just as important as
understanding the complexities of the human
(or animal) form.
have all grown the long white beard worn by of religious institutions and various cultural
those giants that have come before us (ladies, meeting spots.
please excuse the beard reference). Giants
such as Michelangelo, Rembrandt, Raphael, These images are various studies I have drawn
Parmigianino and countless others, all spent recently (Fig.01 – 03). In the following images,
a lifetime accumulating the knowledge of the however, you’ll see more of a purpose than in
human body to plaster images on high ceilings these initial ones.
Chapter 1 12
characters
Story
The story should always be in your head when
you are after anything that deals with gesture
drawing, for any medium or platform you are
designing for. Imagining what the person,
character or beast is thinking will make your
work transcend the typical study we happen
upon on various portfolios, blogs or websites
as we scour the internet for sources of
inspiration.
soulless. This is generally due to a lack of In the first example, perhaps an elderly man is
dynamic and exaggerated posing. waiting by the bus stop, happily content to get
to his next destination. As a character designer
Standing Poses and visual development artist, one is always
Let’s start with an example of a person concerned not only about the personality, but
standing at the bus stop waiting for the bus to the overall shape a person has, and how that
come and pick them up to carry them to their shape will read from a great distance. This is
destination. Pulling out the trusty sketchbook something to always consider when sketching.
and observing life is just as important as There will be hits and misses, but always think
sharpening a needle-sharp pencil to do figure about the overall silhouette, and if/how that
drawing or holding a stylus ready to begin an pose reads to clearly describe who that person
illustration! is, or what their specific action is. The clearer
the better! This is why exaggerating the pose
Please note: I am an artist who primarily works is so important and necessary in the animation
in the animation industry and my personal and entertainment industry.
preference is in finding a character and
pushing the pose to support the action and Sometimes – as with this example of the
personality that a particular individual would elderly man (Fig.05) – subtleties are more
exhibit. important than a bold action. Knowing when
13 Chapter 1
characters
In pose B we can see the woman is slightly Their close proximity suggests they are drawings, the sketches will appear much
more aggressive just from her stance. Her together. It is also shown by their general look. clearer and grasp more of the “spark of life”
posture suggests more of someone “on guard” She’s strongly stanched to look good, while others are so drawn to, such as the examples
– her legs are further apart, increasing her he’s more in command and ready for anything in Fig.07. Certain situations call for more
center of gravity, giving her a stronger stance. that comes his way in an effort to protect her, dynamic, “pushed” poses, while other poses
based upon his widened stance, similar to pose demand a more subtle style of dynamics. For
In pose C we can see this lady is slightly more B. example, the sketchbook pages of the patrons
withdrawn and kept to herself. We can see waiting to be picked up from the bus stop show
that by the way she’s enclosed her hands and Movement these subtleties. A more dramatic, or a subtle
is crossing her arms. She’s balanced in her In the following illustration examples, we’ll be push, can both be accomplished by focusing
stance but ready to move quickly, if need be. approaching more movement-based drawings. on the overall silhouette. This will automatically
exaggerate the pose and make it far more
In poses D and E we can see these two are a By taking the same knowledge from the dynamic than merely copying what you are
couple straight out of a Hollywood roadside. sketchbook drawings and applying it to life seeing in front of you. From here, adding the
Chapter 1 14
characters
15 Chapter 1
characters
A perfect character design – a brilliant idea, just We’ve all been there, I guess (or at least I’ve
brilliant! If people could see this you would be been there plenty of times). You messed up
the god of all forums, an instant 5-star wonder! the final composition: you didn’t place the
camera right and it suggests the wrong thing
You’ve worked for weeks on your character; for the wrong character. Instead of people
every detail fits perfectly and you know exactly being impressed by your dark, über giant with
what kind of environment to put your character a glowing sword, they actually think it’s a cute
in. All that remains is to make the final shot, little character with tiny dots on the ground
after days (and days) of hard labor, getting scattered all around him. So what did go
everything exactly right. You – you hero, you! – wrong?
have just created a masterpiece! You upload it
to the forums … here you go: you’re on the fast This is something I’ll try to shine a little light
track to fame now. You refresh your browser … on in this tutorial about camera placement,
and again. No replies yet. Ah, but it’s only been framing and other things to keep in mind to can just talk about overlay tricks, positioning
there for a few seconds, everybody is probably convey the right things for your image. and what it does to the subject, but the basics
still sleeping – it is 5am, after all. You go to – or the fundamentals – of those theories and
bed, and wake up in the morning all excited Introduction tricks are basic rules of composition.
because you just know you’ve hit the jackpot. When I was first asked to write this tutorial I
You turn on your computer, go straight to the immediately agreed. What a great opportunity Now, composition is a slightly different story.
forums to check your thread, and there you to write something about a part of image People study composition for years, and
have it: a grand total of absolutely no replies at creation that I really like, and also a good most artists never really completely figure
all. It stays quiet all day, and the next day. You exercise for me to structure the knowledge I composition out perfectly. It’s a fascinating
start getting nervous. Five days later someone have about this topic? So I sent the email back, topic as well as a frustrating one. It’s an
replies, “Hey, nice work, took me a few minutes saying I agreed with it and I would be more important topic, but a difficult one. And most
to figure out what you meant but cool idea.” than happy to write something. Not too long of all, it’s a humongous, ridiculously over-the-
That’s it, that’s all you get for your hard, intense after I wrote that email though, I thought and top big topic! I’ve only just started to explore
work! Can nobody see the brilliance? What realized what it actually meant: writing about the world of composition and definitely haven’t
went wrong…? camera positioning and framing. In a way, you figured it out yet. I focus on a quite specific
Chapter 1 16
characters
element of composition and try to give lots of framing for dynamic characters. That being
examples and tricks on improving dynamic said though, I would advise everyone to read
framing, but there is no escaping composition up on composition separately to this tutorial (I
theory. So I’ve also included some of that in actually should start re-reading a lot of things
here, too. Of course it’s short, cut down to fit myself as I’m sure I’ve forgotten some of it
into the story and it’s not, by far, a complete already).
view on composition or dynamic framing and
camera position, but hopefully it will become Official composition rules are a great way to
a small guide for you into the wondrous world learn how to place things, but most of all they
of it all! are great analytical tools to help you see what
you’ve done wrong – or right. But I do feel that
Composition these formal composition rules, in my opinion,
So let’s kick off with a little bit about the should be considered as guidelines and not
fundamental background of the whole thing: laws, for it is always about what you want to tell
composition. When you say “composition”, or show, and any or every rule should be bent
most people will think about the placement of or broken for that purpose. The question is: what story do you want to
dark and light elements on a canvas or the tell? For any one of those above, I would pick
“golden rule of thirds”, etc., which of course is Camera Placement a different camera angle. If you don’t know
true. But there is much more to composition Now that we have established that the whole exactly what you want to tell then go to a cafe,
than that! Composition is basically how you problem with camera placement and framing is have a drink and try to figure it out. If you
arrange your scene for the viewer. This can composition, where does it leave us? In exactly don’t figure it out before you start then there
be purely down to aesthetics, or to tell a story; the same place as before, unfortunately! I have is a small chance it will work out, but there’s
it can be 2D or 3D; it can be the design of an included the information though because I think a much bigger chance you’ll get a grand total
outfit or a landscape – anything and everything it’s important for people to realize that most of of absolutely no replies on the pro art forums
is or can be seen as composition (yep, it’s that these problems are compositional ones. But and you won’t be on your fast track to internet
big). for the sake of our tutorial, I’ll be taking the fame!
opposite road to the solution: not from how you
The thing with composition is that you can learn want to tell it, but from what you want to tell. Getting your story
everything there is to know about it from text First and foremost, you need to know what you ready
books, completely understand it, and still not want to tell. This is the most important thing in Okay, so how exactly do you get your story
be able to do it. It takes years of experience to a story-driven image, and a necessity in order ready? One way, as I said before, is to have a
even get the basics; to truly understand them to choose a correct camera angle and a frame. drink. Alcohol works for me (most of the time),
and be able to apply them. I have to cut the but let’s assume you’re not a drinker and want
whole thing down a bit in order for me to finish Story to figure this out in a bit more of a structured
this tutorial before I’m 80, so for the sake of What do you want to tell? and analytical way. So the first thing you should
this article and to keep it to an acceptable size, What is the main element of your story? The always do is choose your story. I can’t really
I’m going to focus on story-driven composition scared face of your beautiful night elf just help you with that one; it’s your choice if you
with a special focus on camera placement and seconds before it gets smashed in by the want to display the elf being smashed by the
ridiculously big hammer of an orc? Maybe the hammer, or not. I would personally go for the
extreme size of the orc compared to your cute worm family, of course – it’s so ridiculous that it
little night elf? Is it the tiny pink rabbits that should be fun!
are trying to flee the site of danger before they
get elf blood on their pretty fur? Or maybe it’s The next question is: what elements do you
the army of frustrated worms who have had it have to display in the scene? Which things
with the constant ground shaking, jumping and are fundamental to the story? I’m always in
running of the stupid orc, and have decided favor of showing as little as possible without
to take action by mobilizing the entire worm compromising the story. First of all, it leaves
family, arming themselves with advanced, high- much more for the viewer to interpret for
tech nano weapons, and under the command themselves. Or, to put it in other words, more
of the most feared Worm General in history people are bound to like it since everybody
they stride to battle to take down the orc? All fills in their own details. Some will applaud
this is one scene?! you for your funny image and nice rendering
17 Chapter 1
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skills, whilst the next person will go down want to tell, and leave the rest for a second,
on his knees because of your amazing third of whatever image. If you put too much
intellectual depth in the image (of course, in into one scene, the viewer will get lost and
reality you have no idea it could even contain confused, and that’s the last thing you want
“intellectual depth”, but whatever, just play with this kind of image.
along!). Secondly, it usually makes the image
a bit calmer, since there are fewer elements to People in general look at a webpage for about
distract the viewer. And last but certainly not seven seconds. Seven! And that’s if it contains
least, it’s less work. It can save you up to hours a lot of text, etc. If it’s just an image, usually
(or days), which you can then spend playing surrounded by other images, it’s probably less.
videogames or making your next internet- So let’s say four seconds, which is not a lot of
famous image. time to get a story across. You can’t explain
everything, so whatever you show must be
Something I’ve learned from game design is obvious. No, it must be more than obvious!
a little thing called the ‘MSCW list’ (Moscow- Make it so that even a mentally challenged
list – easier to remember), which is basically: monkey looking the other way could get it in
Must contain; Should contain; Could possibly four seconds, and you might have a slightly
contain; Would be nice to have. This is a way better chance of getting noticed.
of creating a hierarchy of importance. Now I them however you want. You can use one of
can tell you that Could never happens. Pretty Emphasizing your them, or combine them. It just comes down
much the same thing goes for Would. We can story to the question: what works best for your
use a similar tactic to organize the information Okay, great. You’ve got your story down. You purpose? There is always going to be much
we have. So let’s focus on Must and Should. know exactly what needs to be shown and more that you can do and play with!
Must in the image with the worms is of course what can be left out. Now it’s time to think
the worms; in particular the Worm General about what elements you can add to increase Additional
with the advanced, high-tech nano weapon. the drama, movement, humor, or whatever Supporting Elements
Secondly, since it’s an army of worms, we need you want to show in your image. This is a very Composition Disclaimer
more worms – at least enough to suggest an important step because it is basically where Now the following section is a bit of a dilemma.
army. you try to move the camera around in your I want to talk about supporting elements like
head to look for the perfect angle of the scene. foreground elements, the direction of lines,
So here is our Worm General (Fig.01). There are some things to keep in mind though and the space around a subject to create a
when you’re staring into oblivion, trying to certain sense of motion, but those elements
We’re going to need the orc with a hammer as figure out where to put the camera: will only work if your basic composition allows
well. Preferably, we need to see the elf, but a it. Yes, here we are again: composition. But
suggestion of her could be enough. Some Basics to fully dive into the realm of composition is
Kick force perspective, low horizon: quite a task, and as mentioned before it would
Keep it simple! Increases the size of the character, adding a probably require 10,100 magazine pages filled
Don’t try to solve all the stories and problems threatening effect; makes the user small and with information written by – not me. I am far
in one image. You’ll fail! Pick one thing that you the subject big; great for your giant and dragon from a formal composition master or teacher.
illustrations (Fig.02). So what to do?
Eye level on main subject, horizon in the I’m going to slap composition in the face
middle: Size of main interest is approx. the by stuffing it into a few basic boxes for this
same size as the viewer (Fig.03). tutorial’s sake. Now, don’t kill me over this, I
also have to go outside sometimes and get
Bird’s eye view on main subject, horizon at some fresh air, as well as eat. Talking too much
the top: Subject of interest is smaller and/or about this subject will strip me of any form of
lower than viewer; subject is dominated or the what (very, very, very little) social life I (pretend
“underdog” (Fig.04). to) have.
These are the 3 most basic options. Of course, Ok, so let’s get back to it. In general there are
you can apply them in subtlety or exaggerate two types of composition: Static and Dynamic.
Chapter 1 18
characters
diagonal lines in an off-center layout, and often a big empty space behind a character can
shows an element that suggests that it’s going also – depending on your context of course –
in a certain direction – your brain automatically suggest an element of danger) (Fig.06).
finishes the movement. Now, if you want to
know more about this, please don’t email me. Secondly, you want to have more than one
Read a book or take some lessons. If you want focus point: let the eye of the viewer wander
to complain about my composition blasphemy, around the image; let the viewer explore the
you have all the right to, I guess. image; allow eyes to follow lines and areas of
contrast – the more the eyes move the more
Let ’s focus on dynamic the image seems. Don’t make 100
Dynamic Composition focus points – that won’t work! That will just
So you have your important elements clear. frustrate you and your viewer. Keep it simple.
You know that you want to show it either big or Just trust me for now.
small, depending on the purpose of your story.
Now how do we get this baby moving? Lines
Diagonal lines work great for a dynamic
Well first of all: don’t put your focus point in the composition! Why? Because your eye
center; don’t put it in the horizontal center; and automatically follows lines, and lines have a
don’t put it in the vertical center (Fig.05). No direction (a line does not have to be an actual
center! drawn line, it can also be a suggested line by
light, dark, colored or other elements as seen
Disclaimer: there is no absolute rule in a lot in Fig.07).
of compositional rules. And, of course, you
could put it in the center and still make it look A quick note on lines: I was always a big fan
dynamic, but you have to know exactly what of flipping my image in Photoshop. It’s great
you’re doing (and I’m betting that the chance is because it makes you look at your image from
really high that you’re not reading this tutorial a new perspective. The old Masters used to
if you do). hold their images or paintings upside-down
in front of a mirror to check for mistakes. But
Good, so you put it out of the center. Why does lucky us, we have an option called “Flip”! I’ve
this work? Well it breaks the perfect balance always wanted to make sure an image works in
of the whole composition, but also it suggests either direction – flipped one way or the other.
movement. To put it simply: balance = static; off Later, when I was researching some things
balance = dynamic. If there is room in front of about visual storytelling, I came across some
the character, for example, it suggests an area information that explained that a line curved
where the person can move to. If you show a upwards from left to right is perceived as going
large area behind the character it suggests the up (Fig.08). But if you flip it, it is perceived as
character is coming from that direction (putting going down (Fig.09).
19 Chapter 1
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So an image doesn’t have to work both ways, way is to put your main element in the middle If you place your character half way along the
because you read the image completely ground, add some foreground and background plane, it also suggests isolation, but the plane
differently either way. It’s got something to elements, and you’re done. But this is boring becomes much less impressively big (Fig.11).
do with the reading direction. We are used to and far too easy!
reading from left to right, which is why we also By putting your character in the background of
“read” an image from left to right. This has even Putting your character in the middle of anything the same plane suggests even more solitude,
more implications than just a line going up and destroys the potential movement it can have and hints at a traveled distance (Fig.12).
down: things on the right side of the vision towards any direction. It makes it balanced.
have a tendency to be perceived as more Putting your character in the foreground So to sum up, placement in depth can be
threatening (in general); things coming from the suggests importance of the background, and considered in the same way as placement on
right side – let’s say a train, for example – are an involvement of the background with your the horizontal or vertical axes.
also perceived as going faster than when the character.
train with the same speed is coming from the C a m e r a R otat i on
left side. These are small, unconscious things, For example, an empty, dried-out plane or The simplest way of creating a dynamic
and all really dependent upon context and so desert stretching towards the horizon is much composition is to rotate the camera. All
on. But they are fun to play around with! more threatening if your character is in the naturally static horizontal and vertical lines –
foreground element (Fig.10). This way the the horizon, trees, etc. – become diagonals,
Depth Placement plane becomes much bigger, and it suggests and it suggests that the camera or viewer is
There is the option of putting the subject that your character has to cross it or at least participating in the scene in a more active way
anywhere in the distance. So why should you has some business with the unpleasantly big (Fig.13).
choose one or the other? Well, the safest and empty space.
Chapter 1 20
characters
Overl ay Elements
Suggestion works great for dynamic scenes!
Showing a little will make the viewer finish the
rest in his or her brain. If you have a character
that looks scared at the camera, it works, and
it makes people guess a bit about what is
happening (Fig.14).
Q u i c k T i p : A great way to
learn about these compositional tricks is to
Foreshortening and in towards the place where you want it. But it
analyze movie shots – old black and white
l e av i n g t h e f r a m e also suggests a world outside of the frame. It
movies in particular, like Macbeth, Citizen
Another great trick to suggest more is to have a makes the frame more like the current view
Cane, etc. (they’re worth watching anyway,
certain line or element leave the frame – a leg, of the onlooker and suggests the potential of
even if you’re not studying them).
for example. This draws the eye of the viewer something else happening. You have to be
21 Chapter 1
characters
careful with this, though, because it can also up from a little ridge, and some particles all you should make use of it! If your character
make the eyes of a viewer leave the image if going in the same direction (we’ll go with right doesn’t have it: What’s wrong with you? Have
not treated right. Remember the direction of to left, because it’s perceived to be a faster you wrapped your character up in Latex? It
lines! If a line is followed by the eye and it goes movement in this direction) all of a sudden the better not be a guy! Just give it something that
towards the edge of the canvas, and there is whole static desert becomes a moving – and moves. If you avoid it hanging straight down as
nothing to stop it and pull it back in again, the even more threatening – plane. You can feel though made out of lead, it instantly suggests
eyes will leave the canvas. the sand gushing past your face and through wind and movement. Such an easy trick, and
your legs; you know you have to move through yet it always works (Fig.19).
Pa rt ic l e s , w ind , d u s t it but you can see there’s nothing to find shelter
and superhero capes in (Fig.18). Guidelines
A great way to enhance the dynamic feeling of Remember that all these are guidelines. It’s
your scene is to add elements that we know If you have a character with a nice cape, dress, much more important to figure out what you
move, like wind, dust, small particles, falling or other fabric elements that will show wind, want to say and think about how to do it, rather
leaves, and so on. It’s a sure shot way to
making it dynamic (or at least moving). If we go
to the empty desert again, with nothing in there
except a character, we can see that it’s quite
a static, non-moving scene. Why? Because
it’s a dry, empty plane – nothing is happening
(Fig.17).
Chapter 1 22
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Framing
Alright! Framing: the package in which you
wrap up your little story! The borders for your
brilliance; your own little frame of infinite
possibilities; the edges that border your deep,
intellectual thoughts; your own piece of ...
Yeah, OK, I think you get it!
23 Chapter 1
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Chapter 1 24
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25 Chapter 1
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Pa in t ing a J u ng l e M on s t e r
By M at t D i x on
S of t wa r e U se d : Photo shop
C on c e p t u a l i z at i on
There are many different ways to approach
monster design. It’s good to be familiar with
as many different methods as possible, not
only does this allow for greater versatility
when selecting the appropriate solution for a
particular design challenge, but employing a
range of techniques helps to keep ideas fresh
and the process fun.
Chapter 1 26
characters
Now the drawing can begin. Sketch out lots of Stop once you find ideas repeating and
quick doodles, keeping the lines as fast and review your doodles. Set your imagination to
free as possible. Details are not important at work on each in turn, considering how they
this stage, only basic shapes and proportions. might look with different patterns, colors and
materials applied to them. Try to make sense
Concentrate on the overall form of each of any chaotic lines – are they feathers, horns,
creature as you draw. We want these drawings tentacles, a trunk or something else? Which
to be deliberately loose and spontaneous. are most appealing visually? Do any suggest
This approach is similar to the ‘automatic a story or particular behaviour? One or two will
drawing’ employed by the surrealists, where usually stand out right away - though they may
the drawing hand is allowed to move across not necessarily be the best or most rewarding
the surface of the paper in a random fashion in choice - take time to explore each drawing
an effort to tap into the subconscious mind. The thoroughly.
human eye instinctively seeks to make sense
out of chaotic shapes. The idea here is that Try to justify the final decision. Just liking the
encouraging random and accidental lines onto way it looks is reason enough, but thinking
the canvas will help to suggest ideas that may through the reasons for making the choice
not have been drawn deliberately. You can take will help give direction to the next stage of
this technique as far as you wish; completely development – what appeals to you about your
random doodling can produce very interesting choice? How will you communicate that to your
results and is a fun way to try and break a audience?
creative block, but a more structured approach
inviting some chaos into deliberate sketching I chose the creature in the top right (Fig.01a).
is likely to yield more usable ideas. However I liked the idea of a monster with cute
if it is employed, this is a very effective way to proportions – balancing that juxtaposition progresses. The mixture of rounded and sharp
prompt new and unusual designs. Go crazy should be a satisfying challenge as the design shapes in this sketch also appealed to me
(Fig.01a – b)! and suggested a small, tree dwelling beastie
which seems a practical choice for a jungle
environment.
Development
The next step is to develop the creature
doodle into a full concept design. A neutral
symmetrical stance allows you to concentrate
on making the anatomy work without having
to solve any problems that may be caused by
a difficult pose. Begin by loosely defining the
proportions of the creature then gradually begin
to make sense of the shapes in the doodle.
Make use of scale, rotate and distort tools to
quickly experiment with different proportions
(Fig.02).
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I focused on the cute proportions which first saturated orange/red here – this is traditionally may be amusing for any nearby spectators, it
drew me to this creature, the large eyes, head a color associated with danger or warning can be a very useful way to explore different
and ears. A long, thick tail exaggerates these which should project the nasty side of my poses quickly if you keep a large mirror where
proportions further. Spiky details – fangs, creation, and will work well against green hues you work.
claws, tufts of fur – hint at a nasty side to the in a jungle setting. A neutral body color will give
monster while also helping to tie all the shapes additional contrast to the eyes, and choosing Consider a setting which supports a suitable
in the design together. The eyes will be a focal a bright tone for the fur ensures good contrast mood for your creature. Hopefully this is
point of the design and are traditionally seen as with the background which will help to show off something that was considered back in the
windows to the soul, so it’s here that I need to the cute body proportions. Accents on the tail sketching stage. Jungle environments are rich
concentrate the marriage of cute and cruel that add interest and help to maintain a consistent and diverse; decide if a predictable background
I want to show in my jungle monster (Fig.03). color theme within the design.” of green broad leaves or something more
unusual suits your jungle monster best. Try to
Now consider the colors, patterns and textures P r e s e n tat i on show scale by including objects or cues which
of your monster. Again, layers can make How will this freshly-designed monster be will be familiar to the viewer (Fig.04).
changes and experimentation easier – set used? This will determine how best to present
your sketch to Multiply mode and apply color your creation. What you have at this point, Explore different ideas with loose thumbnail
to a layer beneath it. Use color adjustment perhaps with additional viewpoints and sketches. As in the doodle stage, keep things
tools to quickly see variations on your ideas. annotations may well be sufficient for a pure fast and free – not only will this repeat the
Try to make your development deliberate, concept piece, but the design is only half possibility of accidental marks sparking new
ask yourself why your monster would have the fun. Your jungle monster will be far more ideas, but loose sketches capture movement
a particular color or pattern. Is your design engaging, more alive, if you show it in a scene. and energy very effectively.
led by evolution – color for camouflage,
courtship, or deception – or to satisfy criteria Composition
in your design – eyes as a focal point, contrast The first step is to decide on a pose and setting
with background color – the choice is yours. for your creature. Pose can communicate
Remember what justified your design choice a great deal of your creature’s behaviour or
- does that give reasons which influence your personality. A background may not strictly
decision on color? be necessary when presenting a creature
design, but the setting can be a powerful tool in
With a chosen color, your design is complete. establishing the mood of the final piece.
Look back at your original doodle to see how it
has developed. Have you built on the qualities The development process should mean you’re
that attracted you to the sketch? now well acquainted with your creation –
imagine the kind of things it would do and try
For my creature design to work as I intend, it’s to choose a pose which will tell the viewer
important to get across aspects of both cute something about your monster. Think about
and nasty in my monster. I have chosen colors how it moves, what it eats and where it spends
which I think will support this. To establish the it’s time. Try getting into the character of your
eyes as a strong focal point, I have selected a creature and act out movements. Though this
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Color
Flatten the final value treatment, then copy
it onto a new layer and again set to Multiply
mode. Lay in basic colors on a layer below.
It’s always best to work with a simple scheme,
at least to begin with. No more than three or
four main colors as a starting point. Begin by
establishing the basic colors of your jungle
monster as these are already decided, then
choose complimentary colors to use in the
background. Using a soft brush here will
encourage colors to mix which can produce
interesting results that you can carry through
into your final painting. Different colors may be
added on separate layers so that adjustments
can be made more easily if necessary (Fig.10).
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rough shapes of leaves and plants without In the final stage, I pushed some darker tones
placing any details. The goal is to give the into the shadow area behind my creature and
impression of what’s in the background without added further bright values to the fur. This
having to show anything too specific (Fig.13a really boosted the contrast around the creature
– b). and gives the image a satisfying ‘pop’. I drew
further attention to the eyes by adding some
Now is a good time to flip and rotate your subtle reflections which, along with hard, bright
painting, this gives a fresh viewpoint on your highlights make this area a very strong focal
image and can draw attention to problem point. I also added some small details such as
areas. Fix any issues you can see. Continue the skin texture in the ears, and some floating
to refine your work, strengthening values and pollen in the background.
adding detail as required (Fig.14).
Critique and I’m generally pleased with my jungle monster.
As the rendering process draws to a close, add conclusion It’s good to look back at the very first doodle
any remaining details making sure to keep the Acknowledging that there will always be some which inspired this creature and see a direct
tightest detail in and around focal areas. aspect of your work that can be improved connection with the final design. I think the
means that each piece you produce can be design criteria, a quirky mix of cute and nasty,
Finishing touches viewed as an opportunity to grow and refine which I set myself is successfully met along
The rendering is complete. The final step is to your skills. Take a little time to look back at with the intention of having the monster’s eyes
add a few finishing touches. Pick out significant your work with a critical eye to see what may as a strong focal point. Perhaps the design
details with highlights, strengthen values to have been done differently and to review could have been more original or unusual.
give the image plenty of contrast punch, make anything you feel you have learned from the Though presenting a creature with some
any final adjustments to the texture of surfaces. piece. This is best done at least a few days similarity to familiar animals (in this case a
Image adjustment tools can be very powerful at after completing the work to give a better small primate such as a lemur or capuchin)
this stage, but try to avoid getting bogged down chance of casting an objective eye over the can help the viewer to accept the design as
with tweaks and frills. If you’ve followed these image. For a concept piece such as this, pay plausible. The finished painting works as I
steps correctly, you will have made deliberate, particular attention to the development of your hoped, I like how having small parts of the
positive decisions about your creature design ideas. Compare your first sketches against creature obscured behind the foliage and
and presentation throughout the process and your final image. Does your finished creation bough helps to give the impression of a
major adjustments at this stage should be remain true to your original concept? Does it secretive, skulking nature to the beast. Some
unnecessary (Fig.15). successfully answer any design brief? Was the elements, particularly the monster’s hands,
process smooth and deliberate? Do you like could maybe stand out a little better but that
Your jungle monster is complete! the end result? might interfere with the strong focus on the
eyes so I’m happy that there’s a good balance
to the picture overall.
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Pa i n t i n g a Va m p i r e
By Richard Tilbury
S of t wa r e U se d : Photo shop
Introduction This poses an initial problem as I can’t decide have previously considered. In this instance
Before beginning any sort of project I usually in my mind what the character should look like, I begin with a few silhouettes to try out some
begin by doing a bit of research into the subject and what type of aura I want him to convey. poses (Fig.01).
and gathering some reference material. In this Should he be a sickly, cowering type that hides
case I searched Google for images relating to from human contact, or have a more powerful You can see here that a simple silhouette
vampires and the numerous incarnations that and charming persona exuding status and can convey much about a character (1 – 3),
have appeared over the years. When you look sophistication? These issues led to decisions providing an insight into their proportions and
into the topic of vampires you’ll realize how over the costume design and posture, and with clothing, for example.
many different interpretations exist, from the so many question marks it was necessary to
early vision of Count Orlok in the film Nosferatu start with some thumbnail sketches to try and I decided to make a few head studies to
through to the classic character portrayed by resolve the problem. explore the type of qualities and look he
the ubiquitous Christopher Lee. Then at the should have, and to try and decide on his
opposite end of the spectrum are the more Thumbnail sketches demeanor (Fig.02). Should he look imposing
modern takes that are evident in the Blade and It’s very good practice to make a series of and more human-like or perhaps be eerie with
Underworld series’. Suffice to say there is no small and swift sketches before starting a final exaggerated features that resemble more of a
single and consistent concept that springs to design as it will help clarify things and also sub-human or monster?
mind when you think of a vampire. suggest artistic directions that you may not
1 2 3
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1 2 3 4
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Blocking in
The first step is to add a neutral background,
which I generally do by filling the entire canvas
with a tertiary gray of some kind, and then paint
random strokes over it using a textured brush
of some description. On a separate layer I then
begin by blocking in the character in rough,
bold strokes, focusing on the main volumes
and areas of color (Fig.04).
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the top of his left boot, which immediately feels nature of vampires and their reputation of being the naval is far from being central to the torso
right. I’ve also added another small focal point able to charm and seduce their victims, and so and head, and looks awkward as a result.
to the bottom section of the picture. I’ve decided to change his left hand to a more
beckoning gesture (Fig.13). Refining
One other part of the design which has been I alter the shape of the hair, making it less
causing me some problems is the hands, which It’s always good to have a distinct lack of bouffant, and I add some length and highlights
look rather too symmetrical – as though he symmetry in your characters to make them on a different layer, just in case I want to
is sitting on a throne. I’ve thought about the more believable, but in Fig.14 you can see that reverse it or leave it short (Fig.15). You can
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Conclusion
This has been a fun project as I have never
painted a vampire before and more particularly
because I did not have a clear idea about how
he would look before starting out.
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S of t wa r e U se d : Photo shop
Introduction
The zombie in many people’s eyes has
probably been epitomised by the films of
George A. Romero but it has been modified
over time into a variety of guises. The word
zombie refers to a ‘mindless’ human being or
someone who has been reanimated or brought
5 6 7 8 9
back to life without speech or free will. There
are different incarnations and some appear as
slow lumbering creatures that wander around
groaning whilst we have also seen in recent
years a hybrid form that which is quick, more
aggressive and predatory in films such as 28
Days Later.
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Thumbnail Sketches
What was very important in this image was
the posture, as this would carry much of the
personality and characteristics and suggest
how he would move. Vampires and werewolves
have no distinct movement compared to
the somewhat erratic gesticulations of the
classically sluggish zombie and so it was
important to come up with a pose that reflected
this.
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I could have chosen to have his right arm At this point the head looked far from
missing but thought this would be a cheap satisfactory, not least because the angle was
solution so decided to try having him reach out wrong. I made a rough selection around the
towards the viewer in a classic zombie posture head and neck and then rotated it to the left
which looked quite creepy (Fig.04). after which I filled in the gaps and adjusted the
features (Fig.06).
With the right arm in place I made a start on
some of the gory details. I started to add some The head and features looked much more
features to the head as well as use my custom convincing after the alterations but his outfit
blood brush for some stains and spatters resembled that of a surgeon more than a city
(Fig.05). worker – time for a change of clothes!
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I felt at this point that the character was layer and then went to Image – Adjustments – proved useful to have a separate blood layer
developing nicely but in order to help Color Balance and moved the slider towards (see top of layers palette) as this can remain
emphasize the blood and make him look a yellow (inset 1 in Fig.11). I then used the unaffected. The two insets show the before (2)
little more like someone who had actually died Eraser tool to delete around most of the skin and after (1) effects with the result in the main
he needed a different skin color. He looked a so as to leave the hair, parts of the face, suit picture.
little too pink which would suit someone who and shirt unaltered. I could as an alternative
had just died but I wanted to make him look have applied a New Layer Adjustment but this In the layers palette you will notice that I have
more gruesome. I duplicated the character method was quite quick and easy ultimately. It added a shadow layer and a Gradient to
1
1
2
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Final Adjustments complement this I modified the background by When you feel you have added all the details
Whilst reducing the size of my canvas I playing off light against dark i.e. where the light and flattened the image it is sometimes worth
noticed that he did not stand out clearly from hits the right side of the face the background applying an adjustment layer of some kind to
the background as much as I should like and is made darker and the section behind his experiment with the color scheme and mood as
so used, Image – Adjustments – Curves to left arm is lightened to bring the arm forward this can always be undone. I find Curves and
increase the contrast of the character. To (Fig.14). Color Balance are particularly useful and once
applied there is always the option of painting
into the mask to control the areas affected
without destroying any of the final painting.
Conclusion
The process of exploring ideas through
thumbnails is a crucial part of the creative
process and concepts nearly always require
approval before embarking on a final design.
However it is always worth having a little room
to improvise if possible, without necessarily
straying too far from the original design.
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Futuristic Marines
By Ignacio Bazán Lazcano
S of t wa r e U se d : Photo shop
Introduction
Hundreds of games have been published in
which the main character is a soldier from the
future. These games are known as FPS or First
Person Shooter. Currently a lot of progress
is being made concerning the way games
look. New technology and 3D engines make
games look as if they are real and contain
very detailed images. For this reason, when
it comes to making art, you have to show
a lot of detail. Although detail and design who has a suit that could withstand extreme
disappear when playing the game, the truth is heat on fire planets. For the last two weeks
that you have to first sell the game. This is the I’ve been drawing volcanic lava backgrounds
reason why detail and a cool design make the for the company I work for. I had to do a lot of
difference. research and look for various images related
to volcanoes and natural landforms. This was
The tutorial very useful as I can use this research for my
The idea of this tutorial was to design a marine tutorial.
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The picture
My aim, if possible, is to show you in a simple
and fast way how to create a more professional
and realistic drawing. I will focus on techniques
concerning realism, final finish, texturing and
special effects.
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Te xtures
When it comes to texturing, the most
recommended method is to first draw the
shape and afterwards cover it with a particular
texture. This time I’ll show you how to make the
stones that are in the background.
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Special Effects complexity. I’ve tried to teach you the key Remember that this is only a technique useful
When the drawing looks like it is nearly finished points to get the best quality possible. You to improve your work. The most important thing
it is time to think about the last step, which I can use the tips more than once in the same is the ability to create original things.
call “to put popcorns to the subject”. That is to drawing but don’t make ill use of them. I hope you have enjoyed it!
say, special effects: sparks, lights, fires, etc.
This step is defining, because it will give our
drawing the final punch to be marketable.
To make the sparks draw yellow color points
-almost white- on each and every area poured
with lava and the use one of Photoshop’s
effects. Go to FX + Outer Glow and then
modify levels to obtain the desired effect. It’s
very easy and it looks wonderful (Fig.09)!
Bonus track!
I designed for the final presentation a
schematic. This image helps 3D artists to
shape the final character to be included in the
game (Fig.10).
Conclusion
It’s very difficult to develop in one tutorial a
drawing like this completely because of its
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C a r i c at u r e s
By Jason Seiler
S of t wa r e U se d : Photo shop
Introduction
I have done many tutorials and step by step
guides on creating and painting caricatures,
and each time I share a different technique
of how this is done. This may frustrate some,
but I do not have a set way or formula that I
stick with. The same things are important each
time, like shape, likeness, and values, but the
approach may differ. In the end what matters is
the final piece.
The Pa in t ing
As a subject for this tutorial I chose my friend
Ben, who is the owner of Deluxe Tattoo in
Chicago. He has a great face and I thought he
would be perfect for this demonstration. When
I start a caricature of someone, one of the
first things I do is make sure that I have more
than just one reference picture to work from.
I went to Ben’s shop and took about fifteen
or so pictures of him, from various views and
angles. This gives me a solid idea of what
his head looks like in 3D. I also have a few
skulls that hang out with me in my studio. My
favorite skull to sketch with is a small skull
that fits comfortably in my left hand as I draw.
I bought it at AnatomyTools.com for those of
you interested. I don’t always draw caricatures
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or portraits while holding a skull, but every But before I get into that, let me explain what example of this I took a picture of myself and
once in a while it really comes in handy. It is I look for when starting a caricature. First ask did a ten minute sketch, see Fig.04. Notice that
important when sketching a caricature that yourself, what is the shape of your subjects similar to Ben, I too have quite a big forehead.
you understand the structure and foundation head? For example, Ben’s head seems to have But you will also notice a few differences, such
of what lies beneath the skin and muscles. the shape of an upside down egg. Next I’ll ask as a shorter nose, and the space between my
So having a small skull that you can hold and myself, where is the weight on Ben’s face? nose and mouth is slightly less than that of
tilt with one hand while you sketch is a real Meaning, does he have a higher forehead Ben’s. The space from my bottom lip to chin is
advantage. which would mean that the weight is his greater than the space between Ben’s lip and
forehead? Or does he have a smaller forehead chin. Understanding these relationships will
When starting this piece, I first thought I would and a larger chin? In this case, I decided that give you a good place to exaggerate from.
do a finished line sketch similar to the style and the weight on Ben’s face is in his forehead. In
look of a sketch I recently did of my friend Brian fact, he doesn’t have much of a chin at all. If Going back to Fig.03, after establishing
(Fig.01). But as I began sketching I felt it would you look at Fig.03, you will see that I created where to put the weight and placement of
be more interesting to show how I draw and a rectangle which goes around Ben’s head. I features, I now question the shape and size
paint caricatures under the tight deadlines that then put in a few horizontal lines, first starting of the features in relation to one another. For
I have to deal with on a weekly basis. with the top of his head, then with one going example, how close are the eyes, are they
through his eyes, another just beneath his
To get warmed up, I decided to draw a few nose, one through his mouth, another under
quick thumbnail sketches as seen in Fig.02. his mouth, and the last under his chin. This
These sketches were done in two to five diagram shows the head divided in a way that
minutes each, with the exception of the sketch will help you make your choice of exaggeration
on the far right. The purpose for these quick a little bit easier, and help distinguish the
doodles is to familiarize myself with my subject. relationships between the features. This
Sometimes it is a challenge to put down the isn’t something that I normally do, eventually
exaggerations and shapes that I see in my exaggerating and caricaturing will become
head with a drawing or sketch done only with natural and you will begin to draw and
line, as was the case with this caricature. exaggerate with feeling. If you look at Fig.03
When under a quick deadline I don’t usually you will see that Ben has quite a big forehead,
spend much time sketching the accuracy of mostly due to the fact that he has a receding
the features. Instead I put down a basic shape, hairline. Notice how there isn’t a big distance
and merely suggest where the features will go. between the nose and the mouth, but the
Then I begin to block in the shapes with broad space where the nose lies is quite long. Also,
brush strokes. I cover ground much faster this if you look at the space from the bottom of his
way and can easily make adjustments whilst I lip to the bottom of his chin, you will see that he
paint. doesn’t have much of a chin at all. For another
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small, sunken, or are they large? What shape Back to creating my caricature of Ben, if you painting with larger brushes. There is no need
are the eyes, what shape is the nose? Are the take a look at Fig.05 – 06 you will see the to use smaller brushes or to zoom in for that
nostrils large or small, do they have large or gradual steps that I saved while blocking in matter, don’t get caught up with details until
small wings? Does the subject have creases with a round paintbrush. After sketching the later on. As I have decided to draw with large
or wrinkles on their face, and if so what kind of thumbnails, I realized that I wasn’t capturing paint strokes rather than thin lines, it means I
shapes are they creating? Don’t forget about what I was seeing in my head, so I decided can capture both drawing and values all at the
the ears, how big are the ears in relation to to move things along by painting in shade same time which saves time. At this point I am
the nose and the rest of the face? What shape and values rather than spending more time still painting all in one layer. I usually create a
are the ears? Take a look at Ben’s ear in drawing with line. I use this time to establish new layer for a small palette of values that I
comparison to my own. You can see just how my values, using black, white, and a couple select from while painting. Once I have enough
different ears are from one person to the next. lighter grays that fall in between. I set my brush values painted into my painting I won’t need
to 90% flow and 90% to 100% Opacity. At this the palette, and I delete the layer. To select
Q u i c k T i p : I believe there are stage I am only using a round brush, and only my values from this point on I use ones that
three things that are the most important
to get right in order to create a strong and
accurate likeness. Head shape, eyes, and
the mouth. If any of these are wrong, the
caricature’s likeness will no doubt suffer
greatly. I mainly focus on the eyes and
mouth. If you get the eyes wrong you can
kiss your likeness goodbye, and the mouth
is just as important. Think about it like
this. When you talk with a friend or watch
someone on T.V., where do you look? I
know that I look at the person’s eyes quite a
bit and when they talk I watch their mouth.
What is fun though with both the eyes and
the mouth is that they both can be used
to enhance expression and character.
By accurately exaggerating the eyes
and mouth you achieve greater likeness
as well as the humor that is necessary
in a caricature. After all, caricaturing is
exaggerating the truth, or understanding the
truth of what you are seeing in your subject
and then pushing it further.
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for the darkest darks and the lightest lights. To begin painting in color I create a new layer
Once I have those established, I block in a few above my value painting, and fill it with an
mid tones. You can see that my last version orange-like brown, specifically 20% cyan,
of Ben in Fig.06 is still very basic there are no 66% magenta, 67% yellow, and 1% black. I
real details, only suggested detail. The face choose this color randomly, depending on how
and values are close enough to move onto the I’m feeling at the time. My reference pictures
next stage, painting and finishing in color. The felt a little cool in temperature and I wanted
time that I have spent so far on these first steps a warmer painting. Next, I change that layer
is about thirty minutes. mode from Normal to Color. Now the orange-
like brown is transparent, changing my black
By this stage (Fig.08) I have prepared a rough and white image into a monochromatic block-
black and white value painting, with enough in. Next, I extended the left side of my painting,
values and structure to move on to the color. to create a palette and area to mix and create
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bone, the Orbits, and of course, the Nasal I continue the same process of adjusting the shoulders, and in Fig.11 I have now started to
bone. If you don’t understand what I am talking face in Fig.10 – 11, adding more layers of work on his eyes using a smaller brush. It is
about, I suggest you invest in a few human paint, and making adjustments where they are important to note that I have not yet zoomed
anatomy books, because I find it very important needed. You can see by comparing Fig.10 to in to detail the eyes they are still more of a
to understand what it is that you are Painting. Fig.11 that I began to mess around with his suggestion than anything else.
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as the photo blurs, the colors unify and pull realistic painting, but instead a painting that Opacity to at least 50%, and make a light pass
together. Those are the colors and values that feels and looks more like a traditional painting. over the hairs. What this does is soften the
I focus on. So instead of getting in there and painting hairs slightly and push them back a bit into the
every single pore and crease, I merely make painting. Repeat this process a few times to
Continuing on to Fig.15, you will notice that I suggestions. create depth (Fig.17a – b).
develop the areas around the eyes a bit more
but also begin to work on the nose, mouth, This is the fun step, painting hair. I love
and ear. I don’t stay in one particular area for painting hair, there is always an opportunity to
more than a few minutes or so. Rather than add humor and character just in how you paint
just finishing one of the features, such as the the hair. For the majority of the steps, you will
nose or mouth, I prefer to move back and forth notice that the hair and facial hair were solid
between the features. This way I can see how shapes of color. I always wait until the end of a
the painting is coming together as a whole. painting to add details such as pores and little
This is important as you don’t want to overwork hairs. I start detailing only when I am happy
one area over another. with my colors and the values, and when the
eyes, nose, mouth and ears are finished. To
Moving on to Fig.16a, I no longer have a paint the hair, I created a new layer above my
need for the palette of colors that I created on main layer and switch to a soft round brush.
the left side of the painting. From this point I make sure that Shape Dynamics is clicked
on, I will use the Eye Drop tool and eye drop on giving my brush a point. After selecting the
colors that already exist within the painting, colors that I want to use for the hair, I begin
and adjust the values by going to the color painting in small hairs on top of what I have
picker. You will notice that I have begun to add already blocked in. After I put a layer of this
details such as pores in Ben’s nose (Fig.16b). down, I select the Blur tool and set it to about
For this I switch back to a soft round brush. 20% and then lightly pass it over the layer of
Remember, my intention isn’t to create a photo hairs. I then select the Eraser tool and turn the
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Introduction
For this medieval tutorial I’ve chosen to depict
a scene from one of the Arthurian legends.
I wanted to show Arthur about to withdraw the
great sword Excalibur from the boulder, and
demonstrating his worthiness as king.
in amazement. Since then I’ve learned that challengers lounge contemptuously, scornful of
sometimes a less direct approach works best, the idea that this upstart can accomplish such
so here I’ve recreated the scene immediately a momentous task. In this way the anticipation
before the act. We see Arthur quietly confident of the viewer should provoke a stronger
reaching out to grasp Excalibur, whilst in the reaction than would a portrayal of simple
background an audience made up of failed dynamism. That’s my theory anyway, and I’m
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S e t u p t h e c a n va s
In ArtRage I set up a new canvas. I start
small – 826 x 1141, which is 1/3 the final size
– although soon I’ll be upsizing in order to add
detail. I create the canvas with a fairly rough
texture so that my initial pencil sketches will
more resemble traditional media. I also set the
background to a light buff color because I find
pure white too overpowering (Fig.01).
Main character
outline
Arthur is very much the focus for this piece
so I draw him big and bold in the foreground.
I use only a few lines at this stage because I
want to get the overall outline sorted before Sketch the believable. My primary reference is the 1903
I start sketching detail. I show him as young environment painting “King Arthur” by Charles Ernest Butler.
and somewhat on the weedy side, reinforcing With quick, bold strokes I outline the mountains It’s important to remember that referencing
the idea that nobody could reasonably expect and surrounding rocks and, most importantly, should not mean straight copying. In this
him to succeed in his task. In the background Excalibur itself, embedded in stone (Fig.03). instance I use Butler’s painting mainly as
I include the outlines of the three watching a clothing reference and not a base for the
knights. Again, no real detail here but I’m Upsize pose or composition. I sketch the detail onto a
careful to make their stances look natural, Having outlined all the desired elements I separate layer. That way, when I’m done, I can
projecting the knights’ mood clearly even upsize the image to its final resolution of 2480 erase the initial rough sketch. Not essential but
though they are minor characters. One knight x 3425 (Fig.04). I find it quick and tidy (Fig.05).
is muttering to the other, “Why is he wasting
his time?” whilst the third one can’t even be Sketch detail Tonal under-painting
bothered to get up and watch what’s going on, Here I use a few references I found on the Tonal under-painting is basically just shading
preferring to simply sit and smirk (Fig.02). web in order to make the characters’ garments the values – the lights and darks – to better
define the composition and solidity of the
image. This can be done using the Pencil tool
or, as I’ve done in this case, a dry brush. I paint
onto the canvas underneath the sketch so that
the sketch is still visible. When I’m done I drop
the outline layer onto the canvas ready for
painting (Fig.06).
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alternate, on a piece-by-piece basis, between Artists Oils brush set to about 10 pixels. Guided
ArtRage and Painter for color work because by the tonal under-painting I concentrate on
both have their strengths. I find ArtRage is by getting the lighting looking believable and
far the most authentic tool for emulating natural consistent. At this stage I don’t concern myself
oil media whereas Painter is quicker and more with smoothing or fine detail (Fig.08).
forgiving for oil work, and allows greater control
over small detail (Fig.07). Pa in t ing m e ta l
Using Butler’s painting as a partial reference I
Begin with the main make Arthur’s armor sleek and slightly golden-
focus looking. When painting reflective metal like this
You can start coloring anywhere but I usually bear in mind not just the direction of the main
begin with the primary focus, which in this light source but also the lesser reflections from
case is Arthur’s face and upper body. I use the the environment. These needn’t be especially
Chain mail
Chain mail, viewed at mid-distance, is easy
to paint. First, paint the area in a uniform dark
color. Then, pepper the area with a series of
dots, aligned across the chest and down the
arms. In the same way as the metal armor
reflects the light, each of these dots must
be lit according to how much light it reflects.
However, rather than picking a new color for
every dot, I go over the same area several
times, each time with a brighter color and each
time covering less of the area. At this stage
you’ll note I flip the image horizontally. There’s
no particular reason for this, I just prefer it this
way around (Fig.10).
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Reinforcing areas of
interest
Renowned oil painter James Gurney refers
to this as ‘counterchange’ and it’s basically
the way in which key elements of a painting
area can be tonally contrasted with their
background. For example, the left side of
Arthur’s face is in shadow so I’ve lightened
the local background in order that his features
stand out. If you look at his hands, which are
brightly lit, you can see that in both cases
their immediate background is dark, therefore
enhancing the hands’ appearance and making
them ‘pop’ (Fig.11).
Secondary characters
Despite these characters being in the
background they are still very important in
setting the scene. We don’t want to make them
stand out too much but at the same time we
don’t want them to get lost in the environment.
Therefore I use the minimum amount of detail
I can get away with in order to convey their
mood and appearance. Also, I ensure that they
are partially in shadows and that the sunlight
that does fall on them is weaker than the
sunlight that falls on Arthur (Fig.12).
At m o s p h e r i c d e p t h
In order to stop the image looking flat we need
to give it some depth. I do this by decreasing
the contrast for distant objects and lowering
their saturation so that they appear to have
a bluey/greeny tint. In addition I paint the
background more loosely, saving the intricate
detail for the foreground and areas of interest.
When painting the landscape, and indeed any
part of a picture, a good tip is to use the largest
brush you can get away with. So, whilst I may
use a 10 pixel or less brush for Arthur’s facial
features, I use a 100 pixel brush for much of
the misty, mountainous backdrop (Fig.13).
The sword
This image needs careful handling because
it has more than one area of interest, or
focus. The main focus as we’ve seen is Arthur
himself, specifically his head and upper torso.
The secondary focus is comprised of the
watching knights but we also have another
secondary focus, that of Arthur’s reaching hand
and the sword Excalibur. For this reason I paint
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the sword boldly, although not too boldly as and the knights. Note that the water uses the Back to the sword
we don’t want to overwhelm the main focus same colors as are present in the landscape, I decide to make the sword’s handle look like
and therefore confuse the image. I also add on account of water being mostly colorless and it’s forged from gold, with emerald inserts. A
a shadow to the rock and the sword handle. taking its color from reflected elements of the very unwise choice for a sword handle, being
This helps place the sword in relation to Arthur, environment, e.g. rocks, sky and in this case about as appropriate as clay or balsa wood, but
reinforcing the idea that he’s just about to grasp the lower portions of the three knights (Fig.15). as this is fantasy we’re allowed a little leeway
it. Whilst I’m happy with the metallic look of the (Fig.17).
sword it’s looking a bit bland so later I’ll come Close-up detail
back and jazz it up (Fig.14). For the rocks closest to the viewer I add detail The finishing touches
using a smaller brush. Selecting relatively Using very light pressure on one of the default
Environment bright hues I apply only a small amount of blenders I dab at the rough areas around
At this stage most of the detail is complete so pressure so that a rocky texture is suggested. Arthur’s face and hands, so that the skin looks
I move on to the environment. Using stronger, Again, I’m always mindful of the location of soft rather than scaly. I then move around the
more saturated colors for the foreground I use my primary light source so that consistency of whole of the image and tidy up any loose ends
a medium-sized brush to define the rocks and lighting is maintained (Fig.16). I find (Fig.18). And that concludes the tutorial -
earth. I also add a bit of water between Arthur hope you’ve found it to be some use!
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© Robh Ruppel
science fiction Sci-fi is one of my favorite genres, probably
because it leaves a lot of room for invention.
It has to look real, and still follow the same
laws of light interaction and good design, but
the sky is the limit, no pun intended. Good
sci-fi is really just good design. Patterns,
rhythms and proportion still matter but the
forms can take on a new and never before seen appearance that is
familiar, yet different.
The digital tools today’s artist has to work with are amazing in their
breadth and scope, BUT as Syd Mead is fond of saying, “idea trumps
technique”. Meaning all the custom brushes in the world won’t paint
the picture for you. It still takes an artist with a unique idea to catch the
world’s attention.
Robh Ruppel
[email protected]
http://www.robhruppel.com
science fiction
Introduction
In each segment of this tutorial we will
consider simple traditional techniques and
discuss design and function first and foremost.
Effective design is being able to fully translate
your ideas in an accurate and inspiring manner
towards the recipient, be it a 3D modeller,
game designer, art director or a member of the
public (Fig.01).
• Geometric
• Industrial and angular (functional)
• Organic and xenomorphic
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Prototyping
Traditional Tools Required: Biro/pencil/ink
gel pen, paper (any kind) and imagination (as
standard).
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Recommended Paper: Any high quality bleed design now with your smallest ink pen 3. Consider Engines – Most of the time the
proof marker pad, e.g. Letraset. available. If available, use a fine tip 0.25 engines will not be obviously shown externally,
pen to ghost the various outlines. and it may seem strange to consider it at this
The trick here is in the wetness of the mark! • Accentuate your lines – You can further point. However, if you consider very simply if
Working with markers, one has to work quickly accentuate this with a 0.4 diameter pen, it will be located in the front, mid or back, then
and rapidly, whilst the mark is still wet. This ensuring that you start blocking in further this allows you to determine where aspects
allows you to graduate your various tones details, panel lines and considering how such as seating, cockpits and avionics,
(normally I use a gray tone of 20%, 30% and various parts may interlink to form logical electronic equipment and countermeasures
50%, primarily) repeatedly over one to two but functional shapes. can be located.
passes, and then lock the design down in ink • Research and Knowledge – These
(I prefer using Pilot 0.4 Hi-Tec-C/G-Tec-C4 designs do not require a Master’s degree 4. Redefine Parallel Lines – This last step
pens). Shadows and stripes on the other hand in engineering, but some rudimentary means to add panel lines in parallel to the main
are best done with gray 70%, produced in one knowledge of how transport is put together, axis, and also to add smaller details such as
single pass. and can be front, rear or mid-engined, will access hatches, further panelling and plated
be helpful. areas.
For inspiration and reference, one can refer
to the great concept art markers rendered by Basic Design Engines
Doug Chiang and Feng Zhu. From various Traditional Tools Required: Biro, pen or Engines form a distinctive character towards
experiments, I find it easiest to do as follows: pencil. any form of transport, in particular aerospace
related vehicles. There are a whole host of
• Basic form and perspective – Loosely Let’s now look at how we can approach the engine types that can be categorized into two
mark down the overall form using a 10- design of a semi-elliptical and cylindrical object types: funnel-shaped and needle-shaped. Both
20% cool gray marker. Take note to plan (Fig.05). may incorporate small adjustable fins to better
your vertical and main axis. Don’t worry control and direct thrust. In addition, engines
about leaving residual marks or unsightly 1. Blocking in the Form – Ensure the main tend to feature smaller sets of piping and tubes
construction lines; the whole idea is to axes are drawn first, to suggest a horizontal that regulate fuel, an oxygen/fuel mixture and
communicate your overall form using the and vertical axis relative to the perspective combustion, as well as multiple pressure valve
values established by your marker pens. plane you intend to use. Then roughly controlled feedback loops.
• Tonal values – Next, whilst the markers outline how you would like the overall form
are still moist, proceed to lay down your to appear. This ensures that a modeller can Within our designs, we’ll stick primarily
tones using 30% and 50% cool gray understand how the form is lathed on both to circular exhausts, although they may
markers. You need to ensure you have a sides, and whether the form is symmetrical or be housed in different shaped external
relatively good idea of your light source asymmetrical. housing – as both an aesthetic/aerodynamic
to enable you to show reflectivity. Some consideration.
simple observation of how light forms 2. Consider Exhausts – Next, try to consider
bands on a cylinder or a shiny parked if there are any external ports, engine exhausts XA-332 Sunred
car can provide immediate and simple or thrusters. These will suggest how the Prototype
reference. transport will be propelled. Let’s take a look at some shapes and designs
• Overall form – You want to outline your for the XA-332:
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• Bare bones – Depicts the internal working that is hardened and built to withstand the designs (Fig.08). A frontal and rear 3/4
mechanics, engine and basic cockpit. various extremities of the environment. perspective view are chosen to illustrate the
• Cowling – Depicts the internal frame that XA-332. All the basic steps are employed, only
shelters the mechanics above and provides Production Ready this time we wait for the markers to dry out
basic protection. Once the final key designs are accomplished, before adding in further details, and give it a
• Full frame – Shows the full external view it’s time to produce the finalized marker second pass of markers and inks.
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Sunred H a m ilton
XB-43 XA-NSF22
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Storyboard 101
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Channel, as you will be constantly reusing this images of Formula 1 cars, for example, and art, and this is where Form and Line are in
throughout the whole illustration. then consider how the light reflects off shiny transition.
surfaces. (Fig.14 – 15): • Warm and cold – Once the general
Color Tone: Earth & shapes are blocked in, you can give light
Sky Color • Block in – Select your main transport and and shadow to your objects (Fig.14). In
Once the vehicles are included, you need to provide a flat wash of tone. This is painted general, a shiny metallic surface reflects
consider how to color and light them. Observe directly on a new layer above your lined a sky tone (whatever color the direct
1: Establish color
s wat c h e s
3: Ensure use of
s e l e c t i on f or f l at t i s h
surfaces for a cleaner
s u r fa c e g r a d at i on
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Introduction
I have grouped together the large collection of
ships able to carry groups and large amounts
of inhabitants as “Capital Ships”. In our current
naval equivalent these are termed (from
small to large) as Frigates, Destroyers, Deep
Space Sensor Arrays, Mass Troop Transports,
Battleships, Massed Array Destroyers, Multi-
Assault Super Destroyers, Carriers, Fleet
Carriers and Leviathan-Classed Battleships.
These terms roughly describe the range of
militaristic space capital ships.
Grand Design:
Construction of a
Superstructure
To start the construction of something that
is relatively large, we have to scale it down
significantly. Large or small objects, when they
are all scaled to the size of a thumbprint, leave
very few discerning details. The main thing to
therefore observe is its overall form and shape.
It is with this issue in mind that I often want to
label the design of spaceships as “sexy bricks”
(Fig.01).
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a very large spaceship there are a few useful to the designer (and their subconscious) markings, panels, piping, engines, hangars and
everyday considerations that can help convey additional data on how to refine, and improve such are drafted and considered in the final
a sense of realism and aesthetic beauty. You on the design process (Fig.02). plans.
could in essence look at capital ships as a
hybrid of U-boat, battle tank, naval warship In the illustration (Fig.02) is a five step Capital Ship T ypes
and bullet train, all mixed to different extents. approach towards this aim. The next few steps to consider are the
The thing about space is: there is no real need individualistic styles your design may have.
to consider atmospheric aerodynamics, in 1. Draft – In the draft form, keep the lines Often, the style of the ship may be considered
general. loose and ensure they cross from one side to initially, or alternatively you can consider how
another. it may look once a suitable selection of ship
Capital Ships: How To shapes and designs have been drafted.
In general, you can take any cylindrical 2. Panelling – Start to divide and construct
or relatively rectangular object and these separate sections for your spaceship, e.g. Determining how a ship should look is akin
would serve as a very good base to make a forward bulkhead, engine section, living to determining the type of fabric, weave and
spaceship. The way I would like to approach quarters, observation deck – all of these get pattern that goes into a finely embroidered rug.
the construction and design of a capital ship considered here. In gaming terms, it could be representative
is to assume that I could produce the same of which guild or faction a particular make
functional design given the right technological 3. Bulking – Additional plating and armature belongs to; and functionally, the type of look
level, to perfectly build a spaceship. are added towards the overall exoskeleton can lend credence to how your current ship
line has been built, and how its lineage can be
The closest production method would be to 4. Solidifaction – This represents the pre- represented for designs originating from this
take a leaf from both the building of naval prototype before you complete your initial ship genealogy.
ship construction and the car manufacturing design. The whole ship should look solid, well
process. In this methodology, a combination of built and capable of performing its intended In the illustration (Fig.03) a range of three
semi schematic and loose sketch allows both role. representative styles are displayed:
the designer and viewer (modeller/architect/
director) to appreciate how the forms cross 5. Final – The design is considered finalized • Retro-Industrial – This represents a more
from one side to the next, and also present when all the additional details such as industrialized feel, where many elements
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Capital Ship:
Superstructure
As a general workflow, I tend to:
• Refine the design – Utilise the design can often be a large undertaking that falls flat
language and reference to establish a ship for one primary reason: reality.
line, and narrow the selection process into
two or three designs that show promise In reality, these ships in deep space will no
• Finalize the design – Using markers and more reflect light than appear as a multitude
pens to depict 3/4 perspective views of the of blobs. As for the flotilla of ships: nothing,
space vessel front-to-rear and rear-to-front just dark outlines of nothing … against a sea
views of dark.
In Fig.04 the design is taken further. Using the Perhaps a small smattering of local lights may
same process, more care and deliberation is help define its form better against the backlight
used and the overall draft is produced on A4 of ... nothing? And there we have the appeal for
moleskin paper. The finer lines are produced artistic license.
using a brown Pilot 0.4 G-TEC-C4 pen.
Problems arise in depicting relative scale and
Space Fleet Scene atmosphere. There are no visibility issues in
In part two of this workshop, let’s take you reality, you either see a ship or you do not, and
through some basics of how to produce a scale of a large ship vs. a small ship by the
space fleet scene. The thing is, trying to naked eye is impossible to discern.
showcase your latest ship designs in formation
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Scale – In space, the size of a space vessel 1. Put the ships on a separate layer, and set it main warship), then apply faint washes of gray
may be hard to gauge. And thus, care should to Luminosity in perspective.
be taken to block out segments. Generally,
a large vessel has more segmented shapes 2. Make a duplicate copy and set it to Multiply Final Details
than a solid singular small space transport. above To bring it all together, the overall image is
However, when an object is so large, its flattened and each respective ship has the
multiple segments can often blur into panels. 3. Masked out the overall forms, and save to following applied to it (Fig.09):
Alpha Channels
Panels – The size and variety of panels can be • The panels near to the bright objects have
both a stylistic and relative scale to compare a 4. Select the forms and use the Lasso tools to been cut-out.
large ship to a small one. cut out various panels and selections relative to • The upper edges reflect the red/orange
each plane (for example, the top surface of the highlights of the nearby galaxy
Panels with windows, vents and lighting are
therefore very useful for this purpose. In
Fig.07, the warship on the left is depicted with
multiple panels and detail. In comparison, the
warship on the far right is minimally detailed
and panelled. Yet, the object on the far right
can be perceived to be bigger, even though the
warship on the left is intended to be the larger
and more powerful warship.
The ships
The ships are brought back into the colored
background and a few issues are immediately
apparent (Fig.08).
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• Bounced light is applied to the lower edges Final image space capital ships, and give a small nod
or across flat surfaces. In the final image, the vibrancy of green towards John Berkey, famed granddaddy of
• The overall color has been determined by and blues are more saturated. The far right sci-fi and space art.
the color of its ambient surroundings warship is edited out of the final image, as its
• Engine washes have been applied faintly overall shape is decidedly poor and distracting Pa in t ing I n spir e d - by
towards the rear of each ship (Fig.10). Berkey
• Atmospheric perspective – I judiciously The key to one of Berkey’s images is being
added a faint hint of dust and pushed Impressionistic loose and impressionistic, coupled with big
objects into the distance. In reality, this Burning Ship fat strokes to suggest form, color and lighting
effect would not be evident, and the nearby To conclude the third and final section of this (Fig.11).
and far objects would be equally lit and tutorial, we will tackle a more colorful and
provide comparable luminosity. impressionistic approach towards painting F or m a nd Pa l e t t e
In Fig.11 a basic color palette is determined
beforehand. In this instance, I choose to use a
greenish/yellow background.
Foreground
Directional Lighting
Pa l l e t t e Subsequently, the canvas is expanded to
Background incorporate a more traditional portrait view
Pa l l e t t e
(Fig.12).
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D o Not Pa s s W i t ho u t
Checking!
This stage is all about checking (Fig.14).
Ensuring that:
Pyromaniacs
The last aspect of the illustration is to add the
fire and destruction, debris and explosions.
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S c i - f i T r a n s p ort – S pa c e S tat i on s
By Chee Ming Wong
S of t wa r e U se d : Photo shop 7
Introduction Another consideration to keep in mind for a giant canal or a great grouping of massive
When given a typical brief to design a space large structures larger than 100 feet in height tubular structures.
station for either illustrative or production and width is panel lines. The larger an object
design, there is a certain limitation to how becomes, the less discernible these become, Shapes
radical the design forms can be. The design and imperceptibly may appear as almost In Fig.01 is an assortment of various semi-
of such large installations should be based on featureless, flattish positive and negative detailed thumbnails that are starting to outline a
existing technological limitations and designs, shapes and surfaces. This is not to suggest general form, and will later be worked on.
and extrapolated around 20-30% into the future there are no divisive lines; however panel lines Essentially, you can explore space technology
and the imagination. on objects such as space stations may truly be as thus:
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I l l u s t r at i n g G a l a x y
S pa c e S tat i on X
Setting up a Galaxy
For this illustration, the shot is produced
without any preliminary study or definite design
worked out. All that I know is that it will involve
a typical widescreen/landscape aspect ratio.
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S pa c e S tat i on
The next step is to incorporate a typical space
station design within the environment.
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2. The next aspect is to make the level of next, using a mixture of selections and simple (Fig.07). Areas to probably correct are the
detail and form more discernible to the viewer. painting techniques to blend various direct large toroidal shape housed towards the rear
The front segment of the space station has and ambient lighting sources. These include and the area situated furthest from the viewer.
appealing shapes that suggest a cluster of adding tiny banks of lit windows, access
cylinders grouped together, and surrounded by panels and hatches that are probably not seen Getting Your Space Station Up & Running
a large toroid (Fig.06). immediately. To finish your space station illustration, you
can make it more interesting by adding more
3. Finer subtle details such as rim lighting and 4. Lastly, it can be useful to check that all the objects.
graduated edges are to be painstakingly added proportions are in place and fit accordingly
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Blowing It Up
In the second element of this workshop, we
plan to blow up the space station. Yes, we’re
going to blow it up to explore how light and
large explosions can be depicted whilst still
using only simple forms, to cast light and
shadow and minimal detail.
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5. The next step is to add some small degree 7. To really finish it all off, add some subtle
of remnant debris depicted by tinier fragments contrails and glows to suggest engine washes.
exploding from the central explosion.
And there you have it – a fully blown up space
6. Lastly, you can depict various vessels station (Fig.14).
escaping the blast by producing various shots
of large vessels heading out from the centre of
the field of focus (Fig.13).
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Introduction
During this tutorial we will discuss the
challenges of illustrating an image through
to its finality. Inevitably, there comes a point
where even an image cannot be saved, and
you have to make a key decision as to how
to persevere or adapt it into something more
fitting.
S pa c e E l e vat o r
Let’s explore the concept of a space elevator
as a vital mode of mass transport between a
planet side and near planet side/low orbit. The planet. It is at the geostationary point that
key features of producing a space elevator are: the force of gravity is sufficiently weak, thus
allowing an object, such as a satellite, to orbit
• A fixed point in space in an exact fixed point in space.
• A lightweight cable system
• An appropriate counterweight Now that you have a fixed point it seems a
simple matter of hooking a long rope from the
If we consider the current day challenges of ground to the geostationary object. For the
building a space elevator on Earth, we firstly purposes of this tutorial, we will assume that
need to determine a fixed point in space, this technological barrier and such limitations
known as a “geostationary point” above a are easily achievable. I start by doing various
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Skyscrapers of the
Retro Future
For references you could look at the
architectural genius of Hugh Ferriss (1889-
1962), a master of shadow and light. His
works show a technical brilliance of contrasts
and towers of epic proportions. Another D u p l i c at e
inspirational source is the artist, Erich Kettelhut Use selections for sharper Selected area and
clean edges se t on m u lt iply
(1893-1979).
Pa in t ing a n A r colo g y
For the remainder of this workshop I will take
you through the design, composition and
challenges of building an arcology and space
elevator into our final illustration. But first of all,
I’ll explain a bit about an arcology:
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Control
tower
Adding decals and piping
Bulking Out
At m o s p h e r i c
Having laid-out our base, the next steps are to perspective
(Fig.04):
O b s e r vat i o n b a l c o n y
• Block out simplified angular forms
• Provide contrast and relief for the
foreground elements
• Maintain clean geometric shapes
throughout (keeping it consistent with
the established design of angular and
geometric design)
• Large parallel structures that lead the eye
towards the central tower
Q u i c k T i p : It is worth sticking
in grayscale to establish the forms, lighting
and composition. At this stage the basic
values and key design issues can be
scribbled in or painted out easily, with less
loss in overall time management.
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Selection Pa in t e d se l e c t ion s f or si m il a r pl a ne s
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Final Touches
For this scene, I apply a saturated blue/green
feel. The main premise is to use the arches searchlights and bands of horizontal lights to both grayscale and color. I hope this has both
now as glow-lit supports heading into the suggest scale and focal interest (Fig.15). been an informative insight into tracking a sci-fi
centre with the horizon painted as a thin wedge theme, that invariably crops up in one’s line
of bluish twilight. Summary of freelance or professional work, or even for
Overall, we have looked at various ways to one’s own leisurely paintings (Fig.16).
For the final touches, elements of the central work a production painting from various angles
tower are restructured and relit with beams of and troubleshoot various design elements in
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S c i - f i E n v i r on m e n t – S pa c e B at t l e
By Chee Ming Wong
S of t wa r e U se d : Photo shop 7
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The next step is to extrapolate these ship the top) capital ship and the last two shapes at was a matter of lines and functionality working
profiles into something more volumetric (Fig.02 the bottom. What is really surprising is that the well (luck), from the first draft (that did not
– 03). In addition, it’s also useful to block these fourth (from the top) ship works quite well as require too many further developments).
designs out into a black and white silhouette to a distinctive shape, but it has the least panel
check it for readability. lines or design, whereas the top two ships *Any design language deviating radically
have the most design, thought and functionality from known historical or current day objects/
One thing that may be surprising is be that after instilled into them, but then their outlines may transport/functions may appear incredulous
adding details and panelling, the overall forms not work as well (see Fig.04). and perceived as “alien looking” in nature.
might not work out as well as you might have Even when a distinctive design becomes iconic
expected. In Fig.04 team Zeta has very defined Opposing Forces – and enters popular culture, it may be that
shapes, in particular the Mother Ship (top right) Tea m Zeta until the general public is able to see, interact
and Frigate (bottom right). In comparison, In comparison, the requirements for Team and physically use the new device, abode or
Team Alpha has very similar shapes. In fact, if Zeta (see Fig.04) meant producing a more transport, that anything too radically different
there was no relative comparison of size; one distinctive (i.e. visually different) design. will appear alien looking. For example, if you
would be hard pressed to distinguish these as Partially organic and smooth in comparison were to rewind the clock back 100 years and
a battleship from a normal pea shooter. Does (this sometimes translates to an alien look), it tell folk that one day every household would be
it mean the design is flawed? Does it mean
the ships require more definition or defining
characteristics? Or does it mean the ships
require a return to the drawing board?
Opposing Forces –
Team Alpha
For Team Alpha, we will gather a range of
capital ships and a single personal fighter (see
Fig.02). In the three-quarter view, the designs
that seem to work well are the second (from
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Initial Compositing
Using the key visual thumb in Shot 1 (see
Fig.06), the next task is to assemble all the
various props into one chaotic mess (Fig.07).
Shot 1, in critical analysis, is quite orderly and
this ultimately translates into a very sedate,
almost calm scene. Aim to thrust the viewer
right into the action. This can normally be
achieved by having a camera viewpoint set
up just behind or over the shoulder of any
transport your camera is focusing on. So that’s
it, Shot 1 must go, unfortunately.
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painting and repainting to produce some sort of So let’s have a look at some different methods
coherent mess. Notice that Shot 1 provides the of successful conversion:
main backbone towards a more complicated
battle scene. • Overlay an old photo/texture painted image
on a low Opacity (3-5%)
The Money Shot • Photoshop > Select > Color Range method
Now the process of idea generation has been (feel free to do some self exploration to
relatively explored, one can get down to the achieve this method) The next step is to slowly reintroduce the
nitty-gritty of producing the “money shot”. • Establishing a monochromatic color (e.g. cut-out shapes of various groups of ships that
Hue/Saturation set on Colorize) and add recede into the distance, and to ensure that
Proof of Concept thin washes of complementary or adjacent readability is achieved. Following this comes
The entertainment industry works roughly like color the trickier bit, and that is to introduce all the
this: a production director, game team or writer • Straightforward over-painting mid-ground to background explosions and
has a great idea for the next great big movie, elements. A simple method is to set your image
animation or game product. The thing that gets In this workshop we will opt for the last option: on Luminosity and lower the Opacity (Fig.11).
the product a green light is producing, a) Proof the simple, straightforward, purist method
of Concept, and b) Key Scene Visuals. If you’re (Fig.10). On a new layer (100% Opacity, The painting reaches the ugly stage which
successful at passing through the first hurdle, Normal) you can simply paint and establish again is a natural process and is simply a
the next few stages are roughly the elements of various colors and complementaries to matter of ordering chaos out of all these
production. generate a vague and pleasant-looking set elements. In addition, explosions in the
of hard-edged (colored) clouds. These can distance are further blended into the
The Composite Shot represent various nebulas or slightly colored background and toned darker to achieve a
With reference to Fig.09, the amalgamated gas clouds. more homogenized background.
grayscale shot incorporates all the various
elements, shapes and forms. It all looks
relatively confusing and is without any visual
focus. The explosions are all relatively of the
same luminosity and all the forms are of the
same black silhouetted placeholder ships.
Gr ayscale to Color
Now begins the trickier bit: converting a
grayscale value image into full Technicolor. The
fact is it’s both hard and challenging to make
a grayscale image look good in color, but not
impossible.
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Correction &
Detailing
From this point on it is now a matter of
starting to add some rudimentary details to
our foreground objects (Fig.12). Panel lines
and sheets of metal can achieve an even
sheen by painting parallel strokes according to
their relative planes. In the top-right segment
there is a feeling of empty, useless space.
The explosions are thus rapidly converted
into various ships coming out of hyperspace
and being attacked and/or surrounded. Some
even display the first signs of an explosive
shockwave of contained gasses, debris and hot super-fine tweaking which would amount overall composite illustration (Fig.13). Most of
plasma. to Level 3 (90% complete). So, befitting the placeholder objects now have their shapes
the purpose of this workshop, we are only defined by relative rim lights, based on the
Level 2 interested in achieving a Level 2 finish. This ambient and direct lighting.
I break the coloring and detailing of the image is mainly because of relative real world time
into Level 1 (30%) and Level 2 (70%). To constraints; you often do not have more than Some further close-ups now show us the rough
create a very high quality visual, this may one-to-two days maximum to work on a large, details of the use of local directional lighting
even necessitate further effort, texturing and complex piece. So let’s have a look at the to colorize the foreground elements (Fig.14).
In the top segment, the Alpha fighter utilises
a warmer color on its lower aspect, whilst the
upper portions are cast in relative relief, thus
producing an under-lit finish. Whereas the
main Zeta Mother Ship uses a more muted
and narrow band of values that are close to the
mid-to-background colors. These will help to
seat the object into the mid-ground.
A Story without
Words
The final aspects of a Level 2 detail (going
into Level 3) would be what I liken to post-
processing. This means the majority of the
painting in this image is complete, and from
here on it’s a matter of fiddling and fudging with
various cropping angles, filters, contrasts, and
color/lighting adjustments.
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Conclusion
This workshop hopefully demonstrates one
methodology that you can experiment with
in your day-to-day workflow. Thinking cross-
laterally, you can also apply similar optimization
and thought generation workflows in other
related genres, e.g. character and creature
design, landscape and cinematic set pieces,
and so on.
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fantasy The importance of fantasy art is that it
provides an outlet for anyone who has
ever felt that their life was a bit mundane,
and that somewhere out there – adventure
awaited. With fantasy art, there is always
another world to explore, another story to
experience, another fantastic design to entice
you. The page becomes your doorway to the artist’s imagination, and we
become explorers without ever leaving the comfort of our own homes.
It’s this emotional response in the viewer that every fantasy artist tries to
capture, and you’ll see for yousefl in the next few pages just what I mean
by this. Enjoy these amazing images!
daryl mandryk
[email protected]
http://www.mandrykart.com
fantasy
M e d i e va l M a r k e t
By Ignacio Bazán Lazcano
S of t wa r e U se d : Photo shop
Introduction
Today I’m taking on the task of drawing a
medieval marketplace. The first thing I imagine
when thinking about this type of setting, is
a place full of people from different social
classes: knights, noblemen and merchants
are all together in a place filled with texture
and color, where there is smoke and several
tents of different sizes and shapes. Perhaps
it’s even surrounded by stone walls and narrow
roads or streets. I understand markets to be
essentially social places where people gather
for exchanging either things or ideas.
The Pa in t ing
If you’re drawing a marketplace, you can
choose any viewpoint or approach; you can
either draw in the foreground two people
bartering or trading, or perhaps a child
stealing some fruit from a stall – there are
many potential stories to be told. The picture, To start working on something like this, you Once you have an idea established, with
or your point of view, will change depending need to use quick strokes to get the idea down, regards to the objects and the location of the
on what choice you make here. If we think defining it step by step as you go. Measuring people in your scene, you can start defining
about it, the possibilities are truly endless! perspectives is necessary for making adequate and specifying your work more accurately.
My choice is possibly the most complicated structures. In this first instance, it really works Amongst many things, digital art allows you
one: I’m choosing to show what happens in a to make quick sketches, without thinking too to gloss very easily over any black-and-
marketplace as if we’re looking at it from an much about the anatomy of your painting white drawing that has been done. Another
aerial perspective. (Fig.01). alternative is to color your work from the very
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beginning. This is the most traditional way of Look for the blue tone you want in the slider picture. My sketch is full of people and objects,
doing things, but you have to be very sure bar called “Hue”, and with other options you so I’ll try to use as many colors as I can to
about the palette you are going to use when will be able to adjust the color even more. You achieve variety in my composition. There are
taking this approach. I’m going to do something should now have a completely blue colored many characters that are becoming gradually
in-between: define the objects and people drawing which is ready to have the real color defined: to the right there is a man that carries
in gray until I get what I’m searching for, and for each element applied over it (Fig.04 – 05). fruit in a basket; in the middle is a mysterious
afterwards I’ll gloss over in color (Fig.02). figure covered with a red cloak; above and
To color over the blue, let’s create a new layer below the picture you can see people from
The starting point will be a quite defined (Shift + Ctrl + N). Tick the Colorize option over different social classes, moving upwards and
drawing to which you have put the first layer of the layers bar, and from now on you can paint downwards (Fig.07).
color. Blue is the selected one for me, which with the colors you like (Fig.06).
I apply to the base layer using the Ctrl + U The second stage consists of giving basic
command. Tick the Colorize option in the new Blue will be the background color. I’m going to color to each element and, at the same time,
window that has already opened up (Fig.03). use it to shade all the elements included in the to go forth, tracing and polishing characters.
Light Area
Light contrast
Color Contrast
Dark Area
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The following one is to define contrasts better. situation; that is to say, you have to adjust the me a certain degree of sensitivity and, at the
There are different ways of getting it: marking whole picture at every moment. The control is same time, strong lines to define it better
the place where light comes from very well; yours! (Fig.10).
and, at the same time, where dark and shade
zones are placed; using warm and cold colors The following is without any doubt the stage To explain what I’m saying, I’ll now show you,
to separate elements (Fig.08). of adjustment and precision. Let’s use the from the very beginning, how I have colored
magnifier for details now, to make elements the character who is dressed in a cloak and
The drawing is becoming even clearer now become clearer still. I usually use the holding a cane (Fig.11).
(Fig.09). At this stage you must control the Paintbrush at 78% Opacity for this. This gives
What I want to get is the feeling that his cloak is
made of pure velvet, something very luxurious.
For the shadowed areas I use a basic blue;
for color, I select an almost red rose color; and
to brighten it I choose an orange. This way, I
can move myself within the chromatic scale
(Fig.12).
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a real one! Select a default Photoshop menu to get a beautiful horsehair type brush,
paintbrush, and with small dots try to make ready to use. This paintbrush is useful for
what would be the bristles of a real paintbrush everything: people, backgrounds … but, best
when pressed against paper. To create of all, it makes you feel as if you’re painting the
variations or different strokes, make larger traditional way (Fig.30)!
and smaller dots, each one separated from
the other. With a suitable shape defined, use Although brushes are nothing but tools, they
the Lasso tool to turn it into a brush and define are funny and simple to make and use. They
your brush preset as “normal” (Fig.29). help us to get good quality results in a short
time, because digital art simplifies the creation
Once we have the paintbrush defined and process. But I think that brushes must only
stored inside our Brushes palette, tick the be used when they are absolutely necessary,
Other Dynamics option in your Brushes because otherwise they can cause you to lose the challenge of art creation, and drawing
becomes only a digital image with several
textures applied.
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Fa n ta s y C i t y on S t ilt s
By J e s s e va n D i j k
S of t wa r e U se d : Photo shop
Introduction
In the following tutorial I’ll document some of
the decisions I made during the process of
creating this image. Initially all I started off with
in terms of an idea was to create a ‘city on
stilts’.
The Pa in t ing
When the time schedules allow for it, I like
to take a bit of time to create my first rough
sketches. I prefer to work in various, very short
(15 min) sketch sessions to put some ideas
on paper, making sure I don’t start detailing
anything and just get down the essence of an
idea I might have. Also, I prefer to do these
both digitally and analogue - again, when time
allows for it. I usually find that doing analogue
sketches provides me with different solutions
than sketching in Photoshop. Not necessarily
better ones, just different ones. It’s partly
because I can’t do line drawings in Photoshop
very well. When I sketch on the PC I use
shades of gray and surfaces mostly, but with
pen and paper I primarily draw.
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Before I worry about color, I tweak my I can sense that I’m not absolutely certain Light is shining on the canopy, but is also
environment one last time to give the trees about which aspect of this scene I intend to emitted by artificial light sources from the
even more height (Fig.11), I also make a more highlight - and I will come to regret that later population.
elaborate suggestion of some prominent tree on.
roots on the left. During this process I also cut This is a point where I really have to wrestle
and paste bits of my sketch here and there - all The first implementation of some color (Fig.12) with the image (Fig.13). The values are
I care about at this point is macro composition. features a prominently blue/greenish haze. affected by my rather brute force color
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implementation (overlay layers and color can now finally tell what is supposed to go or Channels. For example, should you want
balance adjustments) and I just can’t read the where - but the lighting has become incredibly to paint fog behind a tree, having the shape
image properly. boring. I decide to build on this base - flattening Selection stored can save you a lot of time.
the image. I do that a lot during my process, at
I try a lot of different things, and in the end I (mostly) sensible points. However, things like Here we are nearly at the point where I’m going
resort to a rather generic but failsafe method - the borders of the tree bases, (or actually, the to have to call it done (Fig.15). I provide some
structure the image by means of atmospheric shape of their silhouettes) are typically things light from above on the rooftops, and add birds
perspective (Fig.14). It works to a degree - I that are useful to keep in saved Selections to liven up the scene. Particles are used to
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M e d i e va l S l u m s
By Richard Tilbury
S of t wa r e U se d : Photo shop
Introduction
This particular task required the creation of a
medieval scene that could fit within the Fantasy
genre and also had to represent a slum area
of a city. I searched the internet for some
reference material initially, looking for scenes of
old streets and alleys and anything that related
to the medieval era. The type of architecture
that seemed appropriate was anything
asymmetrical and with some feel of chaos to
its structure as this felt more indicative of a
slum district. I also knew that I would keep the
palette muted to convey a dirtier environment.
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L ay e r 3 + C olor O v e r l ay
I use this technique intermittently throughout
the painting process and once I am satisfied
with the result I usually flatten the image and
then continue the process. This way I can
minimize the size of the file and keep things
from getting too complicated.
project was a standard Chalk brush combined some sunlight filtering into the street in the mid-
with various Dual Brushes during the process distance and also illuminating the buildings in
(Fig.05). the background on the left (Fig.07). I decided
that the spire in the upper right was a little
By enabling the Dual Brush function you can distracting and so removed this for the time
vary the brush marks and texture by changing being.
the Sampled Tip (Fig.06).
After taking out the spire I thought that maybe
I continued adding details such as the beams something should occupy the skyline to
jutting out from the right rooftops. I painted emphasize the heavily built up nature of the city
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and make the scene feel more claustrophobic. Leaving the file intact with these four separate
I added a large cylindrical tower on the right as layers I altered the color balance adjustment
shown in Fig.08 and hence leaving less of the layer by going to: Layer – New Adjustment
sky visible. Layer – Color Balance (Fig.10).
To emphasize this feeling I created a new This adds a new layer above the one you
layer set to Multiply at 60% that added a currently have selected and allows you to
darker shadow in the foreground (upper left in modify the color and tone etc. This means that
Fig.09). A second layer set to Overlay at 100% any alterations can be reversed if need be as
comprised of some highlights on the street and everything is done on a separate layer and
paving (lower left). hence can be deleted. However an Adjustment
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maximum and the Opacity is at 58%. Also were taken from the free library available at
notice the Opacity in the Layers Palette which 3DTotal.com (http://freetextures.3dtotal.
is set to 56%, helping to keep the effect subtle. com). This is a great resource for artists and is
You can see how this bleaches the wooden perfect for this kind of project.
beams and right side of the tower, creating a
more intense light with a soft orange tint. Almost every photo will require some form of
color correction before it can work with the
Fig.13 shows the effect at 100% opacity. The lighting and color scheme in your work and
last stage in the process is something a lot there are two key approaches I use to do this.
of concept artists do when working digitally
and that is to blend in some photographic Once the copied section has been pasted in values and then use Curves etc. to blend it in.
references to add some realistic textures and and scaled accordingly I either desaturate the In Fig.15 you can see an example of the first
details. image, setting it to Overlay or Soft Light and approach which I have used to add the rubbish
then adjust the Curves and Brightness/Contrast lining the street. Sometimes even when the
In Fig.14 you can see some of the photo to match the scene. Alternatively I leave the photo elements have been blended in it is
references that I have merged into the scene to Blending mode at Normal and go to Image necessary to use your brush to correct areas
add another level of detail. All of these images – Adjustments – Color Balance and alter the and help integrate things.
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Because I had now added some sunlight I Shadow L ayer Highlights L ayer Overl ay
figured the areas catching the sun should be
warmer to contrast with the street. I therefore
created a Color Balance adjustment layer
(Layer – New Adjustment Layer – Color
Balance), using the settings shown in (Fig.18)
and then painted into the mask to restrict the
warmer values to the upper section of the
street.
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© M at t A l l s op p
vehicles Concept design and the prototype stages of
development will range from Initial Concept
through to Proof of Concept, which may take
a further leap into becoming a fully realized
3D model or manufactured product.
After all of the initial sketches it’s great to exhibit the final design. As
shown here one of my key favorite ideals is to really sell that vehicle, by
displaying the craft in its ‘natural’ atmospheric environment.
M at t A l l s op p
[email protected]
vehicles
Introduction
My design brief for this project is to design a
sleek race car, so I’m instantly thinking of long
sleek shapes that are aerodynamic and fast
looking. My next thought is when the car will
be built: should it be from the future or from
the past? Since this is an open project I will
probably let my shapes dictate whether it is set
in the future or the past and I will draw forms
that represent both.
The Concept
In this tutorial I’ll give a few different
approaches that I like to use to generate ideas
quickly. I use three different programs to start
At this stage you don’t need to worry about being perfect; just draw and
let your hand flow. It really can be a lot of fun and takes the pressure
off you to create something perfect on your first try. I start with Painter
and make lots of scribbled drawings; I’m not trying to be precise with
these sketches, just letting my hand flow. The only thing I think about
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like flying ships with wheels. So I feel I have gives a good underlay (Fig.14). This way I can bigger the engine, the faster it looks! So I go
several good ones to choose from and I can see my new line sketch as I lay it down. to my reference stash from all the previous
still take each sketch and make them look hot rod shows I have attended (Fig.17 – 18),
different. I decide that the engine is too far forward and and pull up some engine references. Using
I want to make the car look longer, so I cut the references, I feel, is very important; it helps you
Refining the Concept engine out and move into a position where I put in details you might not have thought of
This next stage is more of a thinking stage think it looks better (Fig.15). I then start laying when you were drawing entirely from your mind
where I figure out what makes my rough down some line work to start cleaning up the – especially if you’ve never drawn the subject
ideation look good and what the design and design (Fig.16). before.
proportions look like. So I take my roughs,
which give me a decent idea of what the car I really figure that the engine will be the I don’t stick to the exact design and I add
might look like, and start to sketch over them. showcase piece on this vehicle – after all, the some modern features to the engine, as if
This is one stage that can be a lot faster if you
are working digitally.
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2 4
Sky tones
Horizon
Ground
Rendering Chrome G r e e n Pa in t
you make things fade out from the closest and saves time when rendering. It also helps
object to you. The front wheel and engine is the keep your vehicle from looking flat or “pasted”
part of the car that is closest to you, so I focus into the scene. You don’t need to render every
my detailing and color saturation on those single detail to get your point across!
areas. Everything from there fades out. This At this stage I pull some photo scraps from
really helps the eye to flow over the vehicle one of my hot rod photos and place them
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Vance in
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vehicles
When designing vehicles, the second most I start off by creating a huge set of thumbnails
important thing – apart from cool visuals – is and then make some rather small, rough
functionality. All good designs are followed by concepts, experimenting with shapes and
practical and believable functions. Most of the silhouettes. Depending on your personal
time concept art is meant to provide a better preferences, you could just start by creating
understanding for the next person down the different silhouettes before getting into too
pipeline, so it’s important not to create any sort much detail or form, but, I work differently
of confusion in your designs. depending on the length of a project. In this
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case I draw them rather detailed and small so size. When designing these thumbs I start off engaging feel, but at this angle many parts
that I can get more stuff figured out at once. by laying down a two-point perspective guide are hidden and overlapped, so it will be
Again, it depends on what works best for an to help me out and then I start sketching with difficult for viewers to read parts of the
artist and it should not be something that is a felt-tip pen. Start from the biggest shape to vehicle. This isn’t wrong – it’s just not the
either right or wrong (Fig.01a – c). the smallest, general to specific, and you’ll be right choice for this illustration.
able to control the overall volume much better • Image #2 is the most comfortable angle
I spend about 10-15 minutes on each (Fig.02). to see most of the vehicle. The level of
thumbnail. Try not to worry about your pace distortion in terms of perspective is lower,
at the beginning if you’re new to all this, just Lastly, put all of your thumbnails together so shapes are more readable. I also like
try to work out lots of good designs at this and evaluate your designs. Refer back to the this angle because the vehicle front is
stage, because your pace and speed will guidelines you set yourself earlier and see facing to the left, and the human eye has
catch up eventually once you’ve done this for which fit the best. Slash out the ones that been trained to read things from left to right,
quite some time. Practice, practice, practice, aren’t working, even if they look good. Again, if so it’s a nice thing to have your vehicle’s
because there are no shortcuts! there’s a story for you to refer to then it should front being read first and followed by the
be the one that fits and supports the story. rest of it.
When designing, I usually give myself a set of • Image #3 has an average human eye level
guidelines to work with (just to keep in mind). From my thumbnails, I choose a design to perspective. It’s a better choice than #1, but
For example, in this case, I want to make the be developed further into a final presentation not #2. At this angle, many details on the
design cool, tough, balanced, practical, logical piece. The goal of this tutorial is to illustrate top part of the vehicle are hidden.
and heavy. With these key points, I’m able a vehicle design, and so I’m not trying to • Image #4 is at another angle – similar to
to flesh out all the thumbnails. But of course, make my concept design look too dynamic or #2, but at the other side of the vehicle this
before this I go through a bunch of references. exaggerated in terms of angle and position. time. Although the angle is right, a huge
It’s very important to know how things work, What I’m trying to do is to find the best possible part of the vehicle is blocked by the big arm
particularly when there is a lot of machinery angle in order to present the design without and so it’s not such a good idea to go with
involved. experiencing any difficulty or hidden parts. I this one either.
quickly draft out four thumbnails of different
As you can see here, some of the vehicles I’m compositions to see which will be most suitable Line Art dr afting
working on have wheels and others have tank to present the vehicle (Fig.03): After a process of elimination, I decide to go for
tracks; some designs are excavators and some composition #2. I usually work with 3D software
are crane-like – some are all in one! I’m still • Image #1 has a rather dynamic camera these days to construct a rough proxy shape
keeping my options open in terms of shape and angle which provides an interesting and of my vehicles, simply because it saves a lot
1 2 3 4
Composition Drafts
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Brushed Metal
The diagram on the right of Fig.11 shows the
grains of the two different metals. The first one
M at e r i a l R e n d e r i n g is the polished metal which has finer grains and
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thus provides a more stable surface for light to painting would be done – for example an lighting correct before we start building up the
reflect in a parallel order, eventually creating acrylic or oil painting. layers – from general to specific.
a sharper reflection. Whereas the brushed
metal has rougher grains, so light is reflecting So on this opaque layer, I further refine and Adding details
in different angles and thus creating a softer enhance the shapes and volume of the already (Signal lights & Spot
blend of reflections and tonal values. established lighting. As you can see from lights)
Fig.12, you can see how the image looked Here’s a short walkthrough showing how I add
It’s now time to move onto a new layer in before and after I painted on the opaque layer. extra parts, which were not created during the
Photoshop, where I will paint what I like to call If it has already been well established, the line art stage, onto the vehicle (Fig.13a – d). I
a “paint-over” layer. This layer will be painted lighting of the image should not change much want to add some small details on the vehicle’s
similar to how a traditional, non-transparent at this stage. So it’s very important to get the cockpit and after some research I decide to add
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Signal and Spot lights. These are details which believable so that it feels like it could actually Once I’m done and settled with the overall
I think are practical and sell the believability be true. Some parts of technology advance paint-over on the opaque layer, things are
much more. So what I do is start a new layer faster than others, so not every single part of a pretty much done. So here is where I start
– Layer 11 – and draw a simple line art of the vehicle needs to be modified when designing adding textures, dents, weathering and
lights. Once I’m happy I proceed into coloring something for the future. Some details/ scratches. Not every vehicle requires this
by starting another new layer above the line functions are already good enough for what sort of treatment, but a construction vehicle
art layer (a Normal layer will do; a Multiply they need to do, like the arm mechanism, and would not be complete without any of these
layer does not work well above colored areas). so doesn’t really need to be changed. characteristics, especially when the vehicle
I paint in the values and colors of the lights – is in an outdoor setting. Sometimes wear and
they are not highly detailed because they’re
rather small when you look at the painting as
a whole, so simple shades can suggest the
shape and read well without having to render
photorealistic lighting.
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Te xturing up Close
Here’s a rough step-by-step walkthrough
showing how I apply the textures:
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Decals up close
I have a library of vehicle decals and
aftermarket stickers. I like these because they
somehow give the audience a hint of what the
vehicle is about and where it comes from, but
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in this tutorial I have decided to create a decal It helps to improve readability and creates a artwork. The final product of a certain design
for 3DTotal. The decal is currently black on a better finish. Details of the artist, date, and title goes beyond our jurisdiction because it will
white background, but I plan to invert it to white of the piece will provide better understanding to be handed down to other people further down
so that there are multiple ways of applying it to viewers, so they know what they are looking at. the pipeline, so therefore a good, readable,
the vehicle (Fig.18a). believable design is essential.
Final thoughts
Since the decal is on a separate layer from We are visual communicators. We We are also known as commercial artists
the white background (Layer 1), I just hold communicate through our designs. A visual because in our line of work we don’t work in the
down Ctrl and press I, and it inverts the color communicator’s job does not end with the way that fine artists do. Our time and budget
to white for me. Once that’s done I want to
transform the shape so that the decal fits well
on the perspective of the vehicle. I use the
arrow, right-click on the decal, and select the
Distort transformation tool. This allows me
to manipulate all four corners of the image
separately (Fig.18b).
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163 Chapter 4
© Levente Peterffy
speed painting Speed painting is a method of painting
where all the essential parts of an image
are laid down in a single painting session
without detailing the image. The result is a
crude sketch representing an image that has
composition, color, light, shape and texture
that has an impressionistic feel to it. In terms
of practice I find this method crucial for an artist’s development as it
forces you to tackle all aspects of an image. It also makes you see that
images need little detail to make sense, and that detail only needs to be
used in certain areas. The method is not only a great practice tool but
also a way to put down a solid base for a longer and more ambitious
painting. Even though the method refers to the term “speed” it is
important to not be stressed by this while painting. The image needs to
feel complete in the end and that is the goal.
Levente Peterffy
[email protected]
http://www.leventep.com
speed painting
Introduction
For this exercise, I’ve chosen to do a relatively
calm setting, and to have the horrific area
be more of a second read. It’s a promise of
impending doom to come, instead of doom that
has already arrived. This sketch will be more
about colors, values, and overall composition,
rather than details. This allows me to work
out an idea that can then be reworked with
additional details in order to make it a finished
piece.
Step1
I first start by laying in a wash of color onto the
canvas. I want this background color to act as
my initial Midtone, where I will develop both
lights and darks from it. Any color will do, but
something orange or red is always popular, so sky color. This doesn’t need to be exact at the
I’ve gone with that option (Fig.01). moment, as I’m simply getting a feel for how
I’m going to organize my values into large
Step 2 shapes that are easy for the eye to read.
Next, I begin to lay in a lighter and cooler color
for the sky. You can barely make out some I then decide to add in a scribbling of a darker
roof top shapes in the negative space of the mass, which will end up being a fountain in the
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centre of the village. For the water, I pick up buildings. In the background I roughly indicate by adding in a splash of red from the under-
some of the sky color, which also helps to tie some sort of multi-headed serpent creature painting. It helps to draw the eye towards that
the upper and lower portions of the painting way off in the distance. I decided to help pull area once again. A few more dots and dashes
together nicely. At this point I’m already starting out the fountain from the buildings behind it on the village buildings to suggest beams,
to get a feel for the composition and the overall
lighting direction (Fig.02).
Step 3
Next I continue by working out the perspective
of the scene, and I block in more defined
shapes. I’m staying very loose and sketchy
with things, as I don’t want to get too specific.
For contrast and visual interest, I decide to add
a slightly green complement to the palette to
represent some lily pads in the fountain. This
contrast will also help to make the fountain a
focal point to the scene, and the horror part will
be a secondary read for the viewer (Fig.03).
Step 4
I continue to refine the forms further, adding
in a suggestion of figures holding up the
fountain basin, and putting loose details on the
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Step 5
I’ve decided to make the scene appear cooler.
The image is too red and warm for my eye. I
overlay some photos that have cooler palettes,
which quickly changes the mood of the scene.
One of the photos has some remnants of snow
in it, and so I decide to add some indications of
snow throughout. I also lay in a photo of stones
onto the ground in order to get the idea across
in a timely manner without painting in every
stone (Fig.05).
Step 6
I feel that the right side of the painting needs a
bit more room, so I extend the canvas out a bit
and then detail out the building. The process I
use for this area is to find a photo that inspires
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Step 7
I repeat the same photo manipulation process
with the buildings on the left, and then spend
some time indicating the monster in the
background and adding in some more detail to
the buildings in the distance (Fig.07).
Step 8
Next, I focus my attention to the fountain,
where I’ve decided to add in some icicles to
break up the dark shape of the basin. At this
point I feel the sketch is just about complete,
so I wrap things up by adding a few more
indications and highlights throughout the
painting.
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Concept
With this kind of task, first of all we must think
about what we want to paint. I personally
thought about the topic for a couple of days
and then got my thoughts down visually by
painting three sketches in black and white.
From those sketches, I could work out exactly
what I wanted to achieve with my painting: to
depict a story about a group who want to stay
in a camp all night long, but where no one
knows what will happen once the sun goes
down and darkness reigns.
Step 1
So, with the story in place, I can now get to
work. I start by making a new blank canvas in
Photoshop at 4000 x 2000 pixels. I use some
shaped brushes and just play around with the
black and white paint, getting a feel for shape
and tone (Fig.01). I think it’s important to
always try to work at about 50% or 25% zoom
at this stage; that way you can see the whole
image easily and think about the composition
whilst you’re working on it.
Step 2
Okay, this is where I have to refine the design,
so I make a brush that will be useful for this
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Step 3
I wanted to make a connection between the
foreground and background in that previous
stage, and I have achieved what I want: a
feeling of depth. The light in the mountains
seems to be working, and so now I need to
start thinking about the shapes of the rocks as
they will form a very important part of the scene
(Fig.04). Step 5 Step 6
I use an airbrush at this point to add some At last, I finally reach the color stage! I start by
Step 4 haze to the background and to help achieve creating a new layer in Color mode. I like the
Here I add in the poor guys who are going a better feeling of depth. I also make the contrast between orange and blue, and so this
to be facing the darkness of the night in this foreground darker – which isn’t too important is the color scheme I choose for the base work
scene, and possibly also dealing with the fear at this stage as you can always do this towards of this particular scene. It also works well with
of their own deaths (Fig.05). the end of the painting (Fig.06). the story of the sundown (Fig.07).
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Step 7
I create a Color Balance layer here and add
some blue to the shadows. I also add more red
and yellow to the highlights (Fig.08).
Step 8
Now it’s time to add textures. Using the color of
textures can prove useful; they can work very
well when you get into thinking about color in
your painting. For the textures in this piece I
use a Soft Light layer, from the layer palette.
I have three texture layers in total; you can
use textures to distort or even to add more
perspective to your painting. I use this trick on
the mountains (Fig.09).
Step 9
I use an Overlay layer here, which is great for
creating nice color effects – kind of like a glaze
does with oil paint. Here I further detail the
mountain area (Fig.10).
Step 10
I continue to add story and mood to the scene
by creating a fire in the centre of the huddled
guys in the middle ground, and painting the
reflection from the fire onto the men. All of this further helps with the connection between the
helps to focus the viewer’s attention on the foreground and background, as mentioned
people on the scene and assists with the story before (Fig.12).
of the camp at dusk (Fig.11).
Step 12
Step 11 This stage is all about helping to define the
Adding some light to the foreground and rocks and shapes, with some detailing brush
middle ground area here is a good move – it work (Fig.13).
Step 13
Using a Color layer is a really important trick
to bring in at the end of a painting; you can
create the color directly on the image, which
is pretty exciting! I’ve never worked with oil
paints before, but I do know a little about it
and I think that if a digital painter can have
an understanding of traditional oil and acrylic
painting then it can help them to create a
better digital painting. Understanding color is
important, as is the affect of applying a glaze to
a finished painting, which is what I’m currently
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Step 14
Back lighting. I like it when there is light behind
your camera; it seems to give more feeling
to an image. To do this, I create a new layer
in Normal mode and just paint with the color
I want. Take a look at the mountain in the
background (Fig.15); it’s important to use
colors for shapes. I’m very happy with how the
red looks there, beside the shadow color – I
really like this part of the image.
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Introduction
This was a very doom and gloom sounding
piece, but had the potential to be epic. When
I first read the caption I had two ideas – one
was an Amazonian jungle setting populated by
huge wasps or mosquitoes; the other was of
a burning, orange Egyptian desert swarming
with locusts or scarabs. I decided to go with the
second, just because I like painting deserts!
Step 1
I’ve opened up a portrait-style canvas because
I’m thinking I’ll want to have a lot of sky in there
to show off the magnitude of the swarm. This is
the part where I just experiment with colors and
texture brushes until I find something I like. The
palette here is pretty tame, and at this point I
think I need to go much warmer (Fig.01).
Step 2
I start to scribble in some shapes and define
my composition. I know I want something in
the foreground to denote scale. I also want
some sort of ancient ruins or a sacred-looking monolithic structure in the background with Step 3
building way in the back that’s being threatened sand pouring out of it, but while this seems I decide to substitute the huge Egyptian
by this insect invasion, and then in the middle pretty cool at first, it quickly starts to appear too structure for a smaller, more rectangular
ground I want to show lots of sand. I toy busy. In addition, I begin to finalize the shape building that has some Middle Eastern
around with the idea of having a huge Egyptian of the rocks in the foreground (Fig.02). influences in the architecture. I still want to
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Step 4
I start to refine the composition, often checking
in the Navigator window to be sure the piece
is reading properly. I’m happy with the color
palette; I like the blues with the oranges,
browns and yellows. Now that I have these
main elements in, it’s time to add in the
nightmarish swarm of insects (Fig.04).
Step 5
Here I’ve painted in what I imagine one of
these insects to look like, making a point to
keep it fairly clean around the edges. I decide
to make it a blue color to contrast with the
surrounding oranges. I’m thinking these are
about the size of a hawk… which is grossly big
for an insect (Fig.05).
Step 6
Once I have the scarab designed I make a
brush out of it. To do this, I copy the layer with
the bug on it and paste it into a new canvas
so that it’s by itself on a white background.
Then I go to Edit > Define Brush Preset and
name it “Scarab”. I go into the Brushes tab and
modify it; I check the Shape Dynamics and
the Scattering tabs and adjust the sliders until
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it looks somewhat like a natural swarm. I also bright sunny day in the desert with a couple
alter the spacing in the Brush Tip Shape tab of annoying flies. To make the scene more
(Fig.06). exciting, I add more insects in the background
so that the swarm starts to blot out the sky. I
Step 7 also add a scarab or two into the foreground
I’m trying out the new brush I made. It works and blur them out so that they appear
great and makes an easy bug swarm. I make close enough to be out of focus. I add an
myself a few bug swarm layers and set the approaching sand/thunderstorm to the fray to
opacities at different percentages to make help add to the chaos of the scene. My thinking
some appear further away. I combine these is that this tower has been cursed and is being
layers with the original bug that I painted and subjected to a plague of carnivorous scarabs,
copy them a few times to create the swarm sand and lightning storms that will eventually
(Fig.07). destroy the tower and its inhabitants. Also, the
figure in the foreground, who is a scout or a
Step 8 lookout, looks like he’s just chillin’ on the rocks
I’m happy with the swarm but it doesn’t feel with not a care in the world. So I add in some
nightmarish or biblical enough! It feels like a scarabs attacking him, forcing him to defend
Step 9
I make a few more adjustments to the piece
after receiving some friendly critique. I make
the foreground rock formation smaller and add
in some ground details to open up the piece a
little bit and make it feel less cluttered. Also, I
ditch the building and add a huge insect hive;
the image reads better fictionally to have the
swarm pouring out from this thing and I turn
the figure into some kind of warlock dude. I
think adding in the giant, disgusting insect hive
makes it feel more dangerous and nightmarish
as the topic implies. I also add some gray to
the middle and background to push those
elements back into the painting (Fig.09).
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Introduction theme so I decided to paint it. It will be very a at 150 dpi. Firstly, I need to block the main
Hello everyone! First of all, I would like to let simple and graphical composition with strong shapes and colors in, so I’ll choose a textured
you know that this month’s speed painting use of colour. So let’s get started. flat brush and start to paint. I won’t be using
will be homage to English sci-fi painter, John any fancy brushes for this speedy, so that it’s
Harris. When I first heard about the theme, Step 1 easier for you to replicate what I do (hopefully).
the first thing that came to my mind was this As usual, I’ll be using Adobe Photoshop CS3 Anyway, I’m trying to create a silhouette of a
scene, which is similar to one of John Harris’s for this tutorial. It’s going to be a vertical space ship with basic brush strokes; I’m trying
paintings. I thought it would really suit this composition, so I’ll create a new A4 canvas to be really loose at this step of the painting
(Fig.01). I also draw some perspective lines to
create an illusion of depth to help me while I’m
painting, and I’m using a very strong orange
on the background because it’s going to be a
huge Sun!
Step 2
I create another layer to mask the upper part of
the Sun and give it a nice round curve (Fig.02).
I also create an Overlay layer and paint on
the Sun to give it a basic form. Now I can start
to paint in the details. I start with blue smoke
coming from the launch pad; blue creates a
really good contrast with the orange at the
back. For the foreground I paint in a wide road
going towards the launch pad. Then I pay some
more attention to the spaceship and paint in
some more details on the launch pad. Small
lights add an illusion of life to them.
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Step 3
For the next step I will just carry on detailing.
I’ll paint the prominent areas on the Sun and
add detail to the chromosphere (the Sun’s
atmosphere) (Fig.03). I’m still not sure about
the shape of the space ship, by the way; I’ll
probably try to define a good shape for it whilst
I finish the painting. I thought a rectangular
shape with sharp edges would look good, but
it looks like a building instead of a ship, so I’ll
soften the edges in the future steps.
Step 4
It’s now time to paint the people walking on the
road, who are all heading towards the space
ship to embark and get the hell out of there,
because the Sun is getting closer! That ship is
their only chance to save them from extinction.
As you can see, I soften the edges of the ship
here – it looks more like a vehicle now. I won’t
give any form to it because I want to keep it like
a silhouette (Fig.04).
Final
Almost done now! I always adjust colours while
I’m painting, so here I open a new adjustment
layer and tweak the colours a little; darkening
the painting by adding some blue to it. This is
the way I paint: adding contrast while I paint.
As a final touch, I apply a texture to the Sun,
using a picture of the Sun that I found on the
internet, and just overlaying it on the painting.
I erase out the parts I don’t want and that’s it –
done (Fig.05)!
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Introduction
The subject for this speed painting is quite
interesting – I get to figure out how to draw a
few people who are about to die! So after doing
a few sketches in my sketchbook I decide to
go with a simple but effective composition. I’m
going to draw a giant coming out of a forest,
walking towards a couple of humans, who are
of course terrified because this giant is really
mad! There’s no place to escape and, well,
anyway – you get the idea so let’s get started!
Step 1
My main software for speed painting is Adobe
Photoshop. I’ll be using CS3 for this piece.
For the first step I start by creating a new file;
it’s going to be a vertical composition so an
A4 canvas at 150 dpi will do. I need to block
the main colors in, and I choose to go with a
brownish and purplish palette. I use a textured Step 2 out from the darkness. This also creates a
“palette knife” kind of brush to block the colors I create a new layer and start to paint the giant mysterious atmosphere (Fig.02).
in, trying to determine the places of rocks and in, using the same block-in brush for this as
trees very roughly. I also apply some very well. Starting with a dark color I slowly paint Step 3
simple lighting into the scene. I guessed direct some highlights and flesh-out this enormous The next step is to start detailing. I don’t do
midday sunlight would do (Fig.01). creature. I use light purple for the highlights anything special just yet; I’m just painting
because I imagine that this guy is coming straight away and trying to figure out the
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Step 4
Time to paint in the terrified humans! I use a
very small brush because these guys are going
Final
It’s almost finished now; there are only a few
details left. I continue adding the blood on the
giant’s club and mouth. It also fix his right hand,
because it looks somewhat odd. Lastly, I create
an Adjustment layer to adjust the colors slightly
(Image > Adjustments > Color Balance) and I
want some more blue in the piece so I increase
the amount of blue and cyan until I’m happy
with it. And I think that’s about it (Fig.05)!
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custom brushes Digital painting can easily feel a bit artificial
if you are not careful. Custom brushes give
a great counterweight to this. What I like
about custom brushes is the freedom they
give me to experiment with different mediums
all in the same painting. I can approach the
painting as if it is oil on a canvas and in the
next step paint directly over it with what feels like a ballpoint pen.
In this painting I’ve integrated several custom brushes to show the range
you can achieve when creating various textures. With one brush I can
define the semi abstract volumes of the smoke, and with a different
brush I can create the smooth reflective qualities of the locomotive. This
adds variety and helps entertain the eye. Contrast doesn’t necessarily
have to mean value or shapes, but can be how you treat the variety of
textures in your painting. For this, custom brushes are a great aid.
Thomas Pringle
[email protected]
http://www.pringleart.com
custom brushes
Introduction
Seeing realistically painted fabrics and material
is always awe-inspiring. We wonder how an
artist achieved it, managing to apply such
amounts of details and textures without going
insane in the process – those of us who’ve
tried to do it all one stroke at a time have
certainly had our brush with insanity (excuse
the pun!). Yes, it is manageable, but intensely
time-consuming aside from anything else.
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S i n g l e Pat t e r n
Let’s start with something simple: a single
item to turn into a brush. Here’s a photo of
a T-shirt of mine that has a nice flower print
on it (Fig.01). You can see how I made sure
that the piece was lying flat, and that I tried to too over-saturated (Fig.02). Too much contrast lot better that way once we use it in a painting,
photograph it straight from above. That way, we here can make the image look very scraggly as it won’t look too “cut out”.
eliminate any kind of skewed angles and have and too sharp around the corners, which is not
as few creases as possible, in efforts to avoid very desirable. Sometimes it can be easier to invert the
the problems they may cause later on. image’s colors (Image > Adjustments > Invert)
We can now crop the image with the Cropping so everything that was white will be black, and
The first thing we want to do when we open Tool, trying to get as close to the edges of the vice versa, as it is easier to see that way where
the photo in Photoshop is to desaturate it by flower as possible without touching them. We there’s still some gray areas in the black, than
going to Image > Adjustments > Desaturate, can also adjust the crop rotation if we want to in white. All you need to do before turning the
unless of course the image was taken in black – sometimes it just works better (Fig.03). Now image into a brush later is invert it again to its
and white, like mine. It will be easier this way that is done, we can adjust the picture some original colors. And should you work with the
to optimize the image before turning it into a more, if necessary. There may still be some Eraser tool, make sure your active Background
brush. Some colors turn into grayscale better grayish tones where there should be white, and Color is of course black, not white.
than others – the ones of my T-shirt were we need to get rid of those.
unfortunately not some of them. Essentially, we are now done, but if you feel
We can either do this with the Paintbrush – a that the image could use a little more contrast,
To turn just the flower into a brush, we need simple hard round one is usually the best adjust it once more using Levels. You can
to get rid of the T-shirt surround – Photoshop option here, with Opacity set to Pen Pressure also use the Burn tool with the Mode set to
brushes will use anything that is not white, so if and Color to white – or the Eraser Tool (with Midtones to bring out some of the dark areas a
we were to turn this current image into a brush, the same settings). When using the Eraser bit more (Fig.05).
we‘d get everything we see in it right now. So tool, we need to make sure that our active
we need to get rid of everything but the piece Background Color is white. We then carefully Now the image is ready to be turned into a
we want to keep. Adjusting the Levels of the paint over or erase the bits that need to go brush. Depending on the size of the image, you
photo – Image > Adjustments > Levels – helps (Fig.04). Take your time with this, as you want may have to resize it to be able to turn it into
to get the desired results, making sure that the it to be as perfect as you can get it! Leaving a a brush. In Photoshop CS, the brush size limit
surroundings get as pure white as possible, bit of light gray stippling around the immediate is 2500 pixels on either side (Image > Image
while the flower remains nice and dark but not edges of the flower is okay; it actually works a Size).
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S e a m l e s s Pat t e r n
Let’s move onto something a little trickier: a
seamless brush; one that, when used, creates
a continuous pattern. These can be anything
from knitted fabrics to lace borders.
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By the way, if you cannot tell if a brush is dashed or solid circles, swirls, zigzags, or depending on whether you want a seamless
aligned right because your straight line whatever you can think of that will help with pattern or a stand-alone/repeat one.
drawing ability is a bit under the weather – like painting patterns by hand. I usually like to
mine – just press and hold the Shift key on paint all my patterns, no matter what they are, Using Fabric Brushes
your keyboard while you draw the line – it will and then use them as brushes, rather than Download the Free Brushes with this tutorial
automatically be straight. photographing actual items. Painting and and we’ll have a look at how to best use the
designing your own patterns really gives you main brushes in the set. You will notice when
H a nd Pa in t e d endless freedom. you open it in Photoshop that I’ve already
Pat t e r n s adjusted the settings of the brushes so they
Of course, we can also paint patterns by hand, The method for creating a brush for these is work as they should, but that shouldn’t stop
or even make small brushes such as dotted, the same as the two previously described, you from playing around with them.
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Introduction
I have been asked on many occasions how I
create the rock textures that often appear in
my illustrations – on walls, backgrounds, even
on characters. The secret is a rare passion for
painting stones… as well as, of course, a set
of custom brushes for this purpose, which I am
going to now share with you all.
Rock/Stone Brush
The first thing we need to do is to find a nice
stone picture from our texture library. For this
tutorial I’m going to use a free texture from The different shades of gray will work as levels black and white so you don’t need color), and
3DTotal, one of my favorite texture resource of opacity. For our first brush we don’t need too tweak the Levels adjustment (go to Image >
sites (Go to www.3dtotal.com > Free Stuff > many shades of gray because the image will Adjustments > Levels) until almost all of the
Textures) (Fig.01). be very transparent, and we need a more solid gray tones have been eliminated (Fig.02).
color for our stone.
Before we start, you’ll need to understand We now have a nice black and white texture
how brushes work. The texture image we Open the texture up in a new Photoshop with the correct Levels for our new brush, so
are going to be using for our new brush will document (I’m working with Photoshop CS3, the next step is for us to decide on how our
be desaturated, which means it will have no but this tutorial can be followed in any version brush is going to look. Select the Eraser tool,
color at all. White in a brush will represent the of Photoshop). Press Ctrl + U to desaturate and with a soft paintbrush erase anything that
transparent color, and black will be a solid one. the image (remember that the brushes work in you don’t want to be part of the brush, trying
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to create an irregular shape. To improve our Brush Tip Shape. In the window that appears
texture we are going to deform it using the on the right of the Brushes tab, we are going to
Warp function (go to Edit > Transform > Warp). modify the Spacing percentage to 16, leave the
Try to match the shape of that shown in Fig.03. Angle at zero, and let the Roundness remain
at 100% (Fig.04). If we test our new brush we
Another way of doing this is using the Liquify will see that it still needs some more work in
tool. Some people prefer this way because it the Brush Preset settings – the stroke looks
is more visual and you have more settings to strange and is much too repetitive.
tweak, but I always use the Warp tool – it’s
simple and quick. The next preset we want to explore is Shape
Dynamics (Fig.05), so select it and you’ll Count at just one. With this preset, the brush
The texture is now ready to become a brush. then be able to set the Angle Jitter Control will repeat itself and overlay the strokes, as we
Go to Edit > Define Brush Preset. Give the to Direction, meaning the shape of our brush can see in Fig.06.
brush a name, and then hit OK. And voilà! Our will now follow our graphics tablet or mouse
brush has now been created. You will find your direction. Getting around the Direction control Now for the fun part! Let’s select Color
brush available in the brush menu (you can is one of the most important aspects of this Dynamics now; you’ll need to apply the same
right-click on the canvas for a shortcut to it). custom brush technique, as we will be able to settings as you can see in Fig.07. I’m going to
see later on when we create our metal chain stop here for a moment to explain this preset.
With the easiest part done, we now need to brush.
modify the settings to improve our new brush. If we compare the previous image (see Fig.06)
So click on the Brushes tab on the top-right of Moving onto the Scattering options now, we’re with Fig.07, we can see that the stroke is
the workspace, and in the Brush Presets select going to set Scatter to 85%, and we’ll leave the monochromatic, with one color, and lifeless. As
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C u s t o m B r u s h e s f o r T r e e s , l e av e s a n d B r a n c h e s
By R oberto F · Ca str o
S of t wa r e U se d : Photo shop
Introduction
Drawing any type of vegetation is not an easy
task! One of the main problems many artists
face is the creation of credible trees and
brushes for their paintings. The best way to win
this battle is to carefully observe the vegetation
around us, and to create a set of brushes that
will create a good effect on our canvas.
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Custom brushes to
d r aw l e av e s – A n g l e
J i t t e r a n d S c at t e r i n g
effects
First of all, you have to know what kind of tree
you want to paint for your scene. Pines, for
example are different in shape and structure
from oaks or birches. In my own image, I
decided to paint a rounded tree with elliptical
leaves. The truth is that you don’t need more
than two brushes to paint tree foliage: one is
used to paint the grouped leaves (the compact
mass of leaves), and another is used to paint
scattered leaves (to paint the leaves of small
branches and to give detail and brightness to
foliage).
help you to create brushes). We then have to the canvas, save the brush and name it (I’ve
edit the image to define it and finish around named mine foliage brush).
its borders (Fig.03). Because leaves in the
real world are never completely opaque, I For the other brush of scattered leaves we
recommend that you adjust the image’s levels need to isolate one leaf in the grayscale image
to reach a medium-dark tone of gray. we obtained earlier (Fig.05). The parameters in
the Brushes Editor are the same as the foliage
We convert the image to a brush now (Define brush, only with one difference: we have to this
Brush Preset in Photoshop’s Edit menu) and time check the Scattering effect. Try the brush
open up the Brushes Editor. As we want the with different values to get a suitable result
borders of our strokes to appear irregular, we (Fig.06). I have named this brush, scattered
have to set Angle Jitter to the maximum level. leaves.
You can also slightly adjust the Roundness
Jitter to get a random deformation of the leaves Brushes for branches
(Fig.04). Regarding the Opacity, I usually – the Direction
control this with the Pen Pressure setting. controller
Adjust it to your needs and paint whatever is We only need to design one more brush to
convenient for you. Once you’ve completed create a tangle of branches now. Collect some
the editing of your brush, and it feels good on images of trees without leaves (winter images
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Using the brushes – The next thing we need to tackle is the foliage.
drawing trees The time has now come to prove our painting
The steps to paint a tree are easy, but you’re skills! This may prove to be the more difficult
probably going to need some practice before part in this process, so take your time and
you have full control over your new brushes. try as many times as are required to get the
Before going any further, we have to create a results you want.
layer for the trunk and branches, and another
one for the foliage. We select a dark color and start painting on
another new layer with spiral motions of our
The first step is to create the branch framework hand, using the foliage brush to apply leaves to
of the tree on a new layer. In my Citadel the branches of our tree. We must be sure not
painting, I draw the trunk on the top of a to create foliage too near the trunk, nor on the
mound. I then choose the branches brush border of exterior edges of branches. The best
we designed just a moment ago, and make way to do this is to concentrate on the leaves
a clockwise stroke to create the basic branch in the central area. As you can see in Fig.11 I
structure of the tree (Fig.10). Don’t be afraid of have deliberately left empty spaces where the
the result of the branches brush; the placement branches appear through the masses of leaves
of the leaves in the next step will prevent us (marked with circles).
from seeing most of the small parts of them.
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Once we’ve finished the main mass, select add more green mass unnecessarily. Use any the distant mass of trees. As we can see in
the scattered leaves brush and define the brush you consider suitable to give more detail most landscape paintings, the distant trees and
outer border of the foliage (Fig.12). When we and definition (Fig.13). And be careful with the woods are usually represented as an undefined
use custom brushes, keep the Brushes Editor light source in the scene – as you can see in mass without detail. The rule is simple: The
open as a helpful habit. You can modify the my image, I’ve created a backlight ambient that longer the distance of an object from the
Scattering effect (or any other parameter) shapes the tree with dark tones of green. observer, the lower the amount of detail it will
quickly, according to your needs, at any time. have. In the free brushes set that come with
The distant wooden this tutorial, you will find several brushes to
Finally, select lighter colors to create volume mass – lighting tree paint distant vegetation.
over the mass of leaves. Lock Transparent crowns
Pixels on this layer so you can be sure not to Let’s move onto something a little easier now: So let’s now pass from theory to practice. Use
the wooden mass brush to create the base
of your wood. I’ve simply used a photograph
of a tree to create it (Fig.14 – 15). By adding
a Scattering effect, Angle Jitter and controlling
the Opacity with Pen Pressure, you can obtain
lots of brushes to create a wooden mass. As
mentioned at the beginning of this tutorial,
painting trees is similar to painting clouds or
cotton!
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Chapter 6 200
See more
from
Roberto F.
Castro
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custom brushes
Introduction
Custom brushes are a powerful part of
Photoshop and form a particularly valuable
asset amongst any digital artist’s set of tools.
These enable the artist to tailor his or her range
of marks and brushstrokes, adding a new
dimension to the work and injecting the canvas
with a varied and rich dynamic.
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Flocks
The next brush I wanted to create was one
for painting flocks of birds which has become
a very popular icon in both film and digital
painting. This is far simpler than the previous
brush and the best way to start is to search for
some photo references of birds.
S wa r m s
Another brush I created was aimed at painting
insects. I painted in a few abstract shapes that
represented some sort of flying bug and then
made this into a brush (Fig.15).
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There was one other insect brush I made for this tutorial which would
represent any bugs flying nearer to the viewer which can be seen in
Fig.19.
Conclusion
I hope that I have at least given you a glimpse
into the usefulness of creating and customizing
brushes. I feel that these tools are a valuable
aspect of Photoshop and can enhance the
quality of an artist’s work as well as helping to
improve on efficiency (Fig.23).
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© Ron Crabb
painting from a
3d base My illustration career began in a time when
the tools available to an artist did not include
anything electronic. Since then the visual
arts world has transitioned from analogue
to digital. From the early days of relatively
simple digital paint systems that cost a
fortune, we artists now have access to even
the most advance 3D software—right on our desktop computer.
The result is a third option added to our previous choices of either
drawing from scratch or working from photographs. We can now create
a virtual 3D world where the only limitation is our imagination. We are
not just painters anymore—we have become architects, sculptors, and
engineers.
The artists in this chapter are exploring this new territory. And it is
inspiring to see the breadth of imagination the artistic mind is capable of.
Limitations? Maybe not.
Ron Crabb
[email protected]
http://www.crabbdigital.com
painting from a 3d base
An object can be made and then duplicated scenes, one can use SketchUp as a valuable
any number of times, so if a structural element starting point to establish a “guide template” on
is repeated throughout your concept then this which to paint over.
package can quickly and accurately create
such arrays. It also has a simple-to-use lighting I n s ta l l at i on
system that enables placement of the sun In order to install SketchUp, visit http://
according to the month and time of day by sketchup.google.com and go to Downloads
way of slider bars, thus determining physically on the left hand menu. Select the free version
correct shadows that can be turned on or off at which is currently version 7 (Fig.01). Choose
the click of a button. These functions mean that your operating system and then follow the
as an artist wishing to draw detailed or tricky instructions.
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Once installed, click on the application shortcut This is basically where you can customize your left-click in the viewport to begin drawing. You
and you will be prompted with the following workspace and add toolsets to speed up your will notice that as you do so, the points will
dialogue box in which you are asked to choose workflow. For additional help go to Window > snap to the green and red axes, thus easily
a template (Fig.02). The scale and type of your Instructor; this will open a window providing enabling the creation of right-angled structures.
scene will determine which you choose, but useful information on whichever tool you have
for the purposes of this tutorial we will select currently selected. When you finally close the shape by clicking on
Architectural Design – Feet and Inches. the initial point you will notice the shape turns
B a s i c N av i g at i o n blue, indicating a surface has been made; once
Toolbars & Menus The key orientation tools you will use to a shape has become closed you can still edit it.
When SketchUp starts you will see a screen navigate in your scene are Orbit, Pan and Using the Line tool, add an internal rectangle
resembling Fig.03. From the main menu click Zoom, which you will find on the top toolbar (see top diagram in Fig.08). To now make this
on View > Toolbars > Large Tool Set; this will and whose shortcut keys are represented by edge become part of the exterior shape click
access more tools which will appear down the O (Orbit), H (Pan) and Z (zoom). These can be on the Eraser tool and then on the outside
left margin. To change the display mode of the seen in Fig.06. edge shown in red.
objects in the scene click on View > Face Style;
this will show a number of options, as seen in The main tools used to directly manipulate your You can continue to cut into your shape or
Fig.04. objects are Move (M), Rotate (Q) and Scale alternatively extend it outwards and then erase
(S). The Scale tool appears on the left hand the necessary lines by using the Line tool
If you also check Views under View > Toolbars toolbar which you will see highlighted if you (Fig.09). Here I have added a walkway and
you will see six small house icons appear press S on your keyboard. also a curved section using the Arc tool. You
below your toolbar (Fig.05). These will provide can also draw more organic shapes using the
quick access to orthographic views, as well Drawing Shapes Freehand tool (Fig.10).
as isometric. You will notice that I have also One way of using SketchUp is to create
checked Face Style in the list (highlighted in two-dimensional shapes from which you can One other useful function, especially for
green), which has added some cube icons to extrude three-dimensional objects. Select the architectural structures, is the Offset tool which
represent the display modes. top view and then the Line tool (Fig.07) and is situated next to the Rotate tool. This enables
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Three Dimensions
When a shape has been converted into 3D it
can be edited further by using a combination
of the Line and Push/Pull tools. If you move
the Line tool along an edge it will snap to the
midpoint between opposing edges (Fig.13).
You can then make equally spaced cuts, as
shown. These new shapes can be pushed
inward or pulled outward, or alternatively a
new shape can be drawn and this can then be
manipulated.
At m o s p h e r i c s &
Lighting
You can add atmospheric perspective in the
form of fog to your scene. Go to View and
check Fog, as seen in Fig.15. You will notice
that the edges on my building have also been
switched off, which you can control in the menu
under Edge Style > Display Edges.
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Additional Tools
A few other useful tools worth mentioning are
the Tape Measure, Protractor and Dimension.
The Tape Measure is used to draw guidelines
which can then be traced over with the Line
tool. In Fig.17 you can see that the tape
measure has created the dotted lines which
can be used as a guide to draw the windows an
equal distance from the top and bottom of the
block. To delete the lines simply use the Eraser
tool. The Protractor is used to create accurate
angles. Move the tool to the point at which you
wish to start the angle and you will see how it
snaps to the three axes. Click to establish the
correct plane and then click to begin the angle
along the appropriate edge. Now you can set
the angle using the guideline. In Fig.18 I have
used the near corner as the starting point,
which I will mirror on the opposite corner.
points. Click and drag from A to B and then One final tool which may prove useful is the
drag up or down to set your dimensions, once Section Plane tool which allows a view of a
Once the guidelines are drawn, trace them
again using the Eraser tool to delete when cross-section of your object. To use this click
using the Line tool, as with the Tape Measure.
necessary (Fig.20). on the tool and then align the green icon to the
In Fig.19 you can see that the two angles have
corresponding plane or angle you wish to view.
been drawn and then the Push/Pull tool was
used to extrude a roof shape across the base
Cameras Then select the Move tool and click on one
The camera in SketchUp is initially placed at an of the corner arrows and drag in the relevant
block.
average eye level height, so for example when direction (Fig.22).
you click on the Position Camera tool it will
The Dimension tool simply adds a label to
zoom in and appear around head height from This concludes our overview which I hope has
your scene, showing the distance between two
the ground. In this sense scale is an important at least introduced the main tools and their
factor in your scene. functions. There are of course further lessons
to learn along with other tools and techniques,
In Fig.21 you can see a cross where I intend to such as applying materials, but the main aim
position the camera, after which the viewpoint here is to introduce the interface and value of
will resemble the inset image. The character the software in terms of building a simple 3D
has been placed in the scene to demonstrate environment which can then be used in digital
the relationship between the scale of a painting.
character and the initial camera height. To
adjust your camera, use the Look Around tool
represented by the eye icon.
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Sci-Fi Robot
By Carlos Cabrera
S o f t w a r e U s e d : P h o t o s h o p, G o o g l e S k e t c h U p
Introduction
In this workshop we’re going to be working on
a speed painting using base geometry created
in the free software, Google SketchUp –
nothing too detailed, just a couple of boxes as
buildings, and a simple robot creation (created
using Google SketchUp).
SketchUp
SketchUp Render One
We have two SketchUp renders to start
working with. The first one is a base render
with the edges turned on (Fig.01); this image
will be perfect to use to check our perspective
lines, buildings and robot shapes over the top
of our painting later on. I can also use the little love old sci-fi movies so I’ve decided to paint
guy close to the robot’s leg, in this case, to help something with predominately cold colors, with
me with understanding the proportions and just simple touches of warm colors.
scale in the scene.
So, that is my palette and my mood for this
Concept, Mood and Color illustration defined. Now onto the second
The next step is to use your imagination; you render before we start painting.
have to elaborate in your mind the mood of the
painting you are about to work on. In my case, SketchUp Render Two
I’ve envisioned a sci-fi scene like the ones we For my second render (Fig.02), I took away the
used to see in the cinema back in the 80s. I edges and added more contrast to the image;
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Photoshop
Add Color!
Now it’s time to add some color to our painting,
so open up the image in Photoshop (or your
favorite painting software) and add two new
layers. Fill these layers with cold and warm
colors. I fill the first layer with a blue (cold) and
the second layer with a brown or sepia tone
(warm).
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I keep working on the body and start on the the shape of the robot using the Warp tool
front leg. Remember: during this step I’m just (Fig.08). This is one of the most useful tools in
using the Lasso tool and Marquee tools with Photoshop!
a soft brush to paint inside the selections.
The back leg is a copy of the front leg, only I The last step is to throw some life into the
“deform” the shape using the Transform tool painting, so I’m going to paint some cops
until it snaps the correct position of the new looking for clues in the crime scene; one of the
leg. Once happy with the body and the legs, I’ll policemen is showing his partner the robot (as
continue with the fine detail (Fig.07). if it were a car) (Fig.09).
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Train Depot
By Ioan Dumitrescu
S o f t w a r e U s e d : P h o t o s h o p, G o o g l e S k e t c h U p
Introduction
It’s always a good idea when creating concept
art or illustrations for games, movies and the
like, to use whatever means and methods
necessary to make your artwork quickly and
easily. In the case of this tutorial I will be using
a simple 3D base which I’ll create in Google
SketchUp as a mockup for a Photoshop
painting.
Google SketchUp
I start with a simple idea in the back of my
mind of a sort of train depot where locomotives
are traveling in and out, loading cargo, and
transporting people. So to get things moving,
in Google SketchUp I begin by building some it. I copy the profile section and mirror it so and in-between them, so that I can give my
simple platforms as a starting point (Fig.01). I that it’s not too far away from the first one. future painting a believable, industrial look. The
choose a simple profile shape and then extrude I can then create the intersections, which I other diagonal beams coming from these pillars
imagine to look like strong beams which the will sustain the bridged sections. All shapes are
locomotives might use to get across to the created with the Rectangle tool or the Line tool,
other side. which can create planes and volumes if used in
three-dimension.
I use the Rectangle tool and start making
lapped boxes which I will then extrude with On the left side I want to mirror the diagonal
the Push tool. After making one section of the feeling from the right side, so I firstly make
beam, I multiply it and move it onto the first some pillars, and then create walls for each
mirrored deck. I then make double pillars with a pair of pillars (Fig.02). I play around a bit here
diagonal metal element for the structure above with the silhouette of the structure, just to
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painting on top of them. It’s good to have as between the pillars and give some interesting the frame, so I’m going to go with a classic
much texture as possible from the start which shadows that fall upon the bottom deck and on steampunk/industrial theme here and add a
matches the kind of look you want, just to the locomotives. glass and metal rooftop to my station scene.
give you a good base to build upon. It’s also To do this I paint lots of straight lines on a
important to decide on your lighting scheme I keep refining the shapes on the right-hand separate layer and then simply put them in the
from the start, too. I want a dramatic sunset side and bring in some of the white from the correct perspective. To stop the eye getting
lighting scenario, coming in from the left of left-hand side just to encourage the eye to tired from all those lines, I add some colored
the scene, to get that gold, steampunk feeling travel from one to the other. The space at the patches of glass for contrast and interest
across. I knew from the beginning that this top of the image is a little disturbing for me (Fig.07).
kind of lighting would define the space better though as it’s allowing the eye to slip from
Q u i c k T i p : Remember to flip
your image from time to time to help you
spot mistakes or disturbing areas. People
often make fun of me, saying, “You rotated it
again!” But that’s just because, composition-
wise, I only decide just before the final save
as to which way it looks best.
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Q u i c k T i p : Before picking up
a pen, spend a little time getting into the
painting from a 3d base
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Abandoned Factory
By Serg Souleim an
S o f t w a r e U s e d : P h o t o s h o p, G o o g l e S k e t c h U p
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painting from a 3d base
The same thing goes for the left vanishing point right
va n i s h i n g
– in my image this one is off the canvas. To find point
it, you need to zoom out and find where your
Line tool meets the horizon line (Fig.05). Drag to right
va n i s h i n g p o i n t
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229 Chapter 7
G.I. Joe © 2010 Hasbro, Inc. All rights reserved.
complete projects As a painter who has not been able to create
a personal piece for years now, I took an
opportunity to create this piece in my own
time. Of course settling on a character
instead of a more complex composition was
inevitable since I could only spare one day
for this work.
Kerem Beyit
[email protected]
http://www.theartofkerembeyit.com
complete projects
Overview
During one of those ordinary after work
evenings, I was sketching some character
thumbnails, one after another.
Production
So usually, I quickly drop some silhouettes
on a blank canvas (Fig.01). I like to work with
the silhouettes, because silhouettes allow me
to concentrate more on the design, than on
technical issues such as shadows, highlights,
color etc.
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Using a chalky brush I created a dozen of quick the composition and the space around the
thumbnails (Fig.03), the beast with the belly character. I wanted a simple foggy environment
looked interesting to me, so I decided to detail in order to help me concentrate more on the
it. design of the beast itself (Fig.04).
Before detailing the character I wanted to set- After setting up the whole scene, I created a
up the composition of the whole picture. layer in an overlay mode and introduced some
So using the wide brush strokes I defined of the colors (Fig.05).
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Post production
As stated before, I love photorealistic and
cinematic stuff, so I can’t help myself but add
some cinematic effects after the painting is
done.
Another trick is in my use of a chromatic And the last thing I use in my art is grain. To
Q u i c k T i p : It is important aberration. It looks like a shift of the RGB fake the photography grain, I created a gray
to understand the main principles of channels, and adds a bit more of the realism to layer, applied noise to it, and then blurred the
photography. Most of the time one can notice my pictures. Chromatic aberration is used a lot noise (Gaussian Blur – 1px). I then set it up to
that blurring occurs as you go away from a by 3D artists in order to simulate photorealistic Overlay mode.
focal point, so in order to show that, I used effects. I use the Digital Film Effects plug-in for
the 1 pixel Radial (zoom) Blur. Photoshop for this (Fig.07). And here it goes (Fig.08).
Conclusion
Being self-taught, it was a very serious
challenge for me to grow as an artist.
I live and work in Tajikistan, a country that has
no CG art schools, no cinemas and no modern
entertainment. But I never gave up, because
what I need for painting is in my head and
heart.
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237 Chapter 8
Check out
more from
Jama Jurabaev
in Sketching from
the Imagination
Available at
store.3dtotal.com
complete projects
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lIGHT
SOURCE 1
lIGHT SOURCE 2
one element helps to define another. In this finish it section by section. I jumped into the mechanical objects, I find that reference is
case, the lighting really determined his pose latter perhaps a bit too early. Normally, I try very important. I happened to have a model
for me. I knew that I wanted his edge lit by to start the final rendering only after nailing of an Abrams tank on my desk, which I lit
the spotlight; for that to happen, he had to be down the sketch. But I still wasn’t 100% sure appropriately and directly referenced (Fig.05).
standing, peering over the side of the tank. about what I had down, and as a result each With my model as a visual guide, this section
figure underwent a few variations (not without was the most straightforward to complete.
I started over and drew up a second, more frustration) before I was finally satisfied.
refined sketch (Fig.03). I decided to adjust the As mentioned above, the soldiers went
angle of the rifles to make them suggest the The first part I began working on was the front through a few variations during the painting
shape of an arrow pointing toward the foremost end of the tank. I’ve always felt that reference process. Originally, the foremost soldier was
soldier’s face, to better guide the eye towards material is important, but with real-world going to bend forward a bit more, with his face
him. I giddily realized that, in doing so, I could
pick up some of the spotlight on the front guy’s
hand and rifle (an exciting discovery). I also
added a secondary light source from the left
and mapped them both out (Fig.04).
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Introduction
These are the steps I took when painting my
caricature of ‘Aretha Franklin’. The sketch was
drawn in Photoshop (Fig.01), using a small
round brush. For the painting I used Photoshop
CS and a Wacom Cintiq; the size of the final
painting is 13 inches wide by 14.5 inches high,
at 300 dpi resolution.
Step 1
After I had finished my sketch, I chose Select
All and copied that layer and pasted the copy
of the sketch above the background layer.
I then switched to my background layer, hit
Select All again and deleted the sketch from
the background layer. I then selected Layer 2,
which had the sketch on it, and set that layer
to Multiply.
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Step 2
What I typically do at this stage is use my
Eyedropper tool to select the color I’ve created
for the background, and then use that color
to begin my block-in (Fig.05 – 06). At this
stage of the painting, I was mostly concerned
about painting the correct values. It was also
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important, at this stage, to not zoom in too The background was important to establish I usually save my bright highlights and whites
close. I chose to paint from a distance and early on in the painting; it had to complement for later on in the painting and start first by
used large brushes. This way I could focus the portrait. The colors and values of the establishing my darks and working towards
on capturing shape and values, and merely background will affect the colors and values the lighter tones. This stage is simply for me to
suggest detail. Next, I created a new layer on in your portrait, so it’s important to work back create a balanced foundation for my block-in.
top of the other layers and began to slowly and forth between the portrait and background Steps one and two take five to ten minutes – at
paint over my sketch lines. By this point I’d while blocking in. Think of it as if you are most – to complete.
created enough form and structure that I no sculpting, chipping away small pieces until the
longer needed my sketch lines. I also began form appears. Step 3
to block in a bit of the background as well. I created another layer that went directly under
my “palette layer” but would remain on top of
all the other layers. I began to paint on top of
my block-in; everything up until this point was
used as a guide for me to follow as I built up
layers of color.
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Step 4
As I continued to block in the painting, I found
myself unsettled with the composition. This is
one of the great things about painting digitally.
With the Crop tool, I selected the entire canvas
and then added a bit more to the bottom, giving
Aretha additional girth (Fig.08).
Step 5
As the painting developed I continued with the
same approach, squinting and mixing color to
match the value and temperature that I desired
for the piece. Still using a round brush, I began
to zoom in to paint details. I then started to
refine the mouth, eyes, nose, ears, and hair.
You can also start to see a softer transition on
the edges between values (Fig.09).
Step 6
I removed the palette at this stage because I
had enough colors in my painting to work with.
If I needed to change the value or saturation of
a color that I already had, I simply clicked on
the color picker and mixed or adjusted my color
there (Fig.10).
251 Chapter 8
complete projects
Step 7
I began to focus my attention on Aretha’s face
(Fig.11). Adjustments were made to her nose
and right cheek, and I noticed that I could
exaggerate her mouth a bit more, so I painted
away the mouth and re-painted a new mouth
lower on her face. This added more space
between her nose and mouth, which is what I
wanted. I also extended her mouth and bottom
lip out a bit further, which enhanced both the
likeness as well as humor. I continued to soften
edges, adjust values and introduce additional
lighter values to her face and clothing. I also
began to soften her chest and hair.
Step 8
At this stage I freely zoomed in and out –
zooming in for details, zooming out to have a hair, I created a new layer. This way, if I needed best when they’re not so obviously digitally
look from a distance. It was important to often to erase a section of hair that didn’t feel right, it created. That’s my preference anyway.
step back from the painting. With this painting didn’t ruin the rest of the painting. I painted the
it was not my intention to copy the color I saw large mass of value and shape that I saw while The painting was almost finished here, but I
in my references. Instead, I wanted to focus on squinting my eyes. I then blocked in the basic felt once more that the composition could be
values and color temperature. Squint your eyes form or design of the hair a little bit darker better. So I selected my Crop tool and cropped
for value, and open your eyes to see the color. than it needed to be. This way, when I painted a bit off the right side of the painting. For the
smaller hairs on top, in a lighter value, it gave final finishing touch, I wanted to add some
I basically finished the face at this stage, and the illusion of depth. To add to this illusion, I noise and additional texture to the painting, so
started to detail her chest and clothing (Fig.12). also changed the size of my brush to differ the I selected a mid-tone gray, created a new layer
widths of the hairs. I used a soft round brush and filled that layer with gray, making sure this
Step 9 with a tapered point to paint smaller hairs. layer was on the very top. I then selected Noise
The painting was all but finished in this final Keep it simple: study what hair does and then in the Filter menu and chose Add Noise. When
step, with the exception of the hair and minor make it more interesting. using this tool you’ll need to adjust the settings
details of clothing and composition. For the until they look good to you. I then selected Blur
My goal with this painting was that it would More in the Blur settings. I did this to soften the
feel more like a traditionally painted piece, texture of the noise a bit. And finally, I changed
rather than a digitally painted image. To get a my layer to Soft Light and brought the Opacity
more traditional look for the piece, I selected down to about 17% (Fig.13).
a texture from one of my oil paintings and
dragged it on top of my painting. In my layers Final Thoughts
window, I selected Hard Light and set it to 47%. Well, that’s it. Remember to have fun. Sketch,
This effect changed my colors slightly from the draw and paint from life as much as you can.
previous step. Truthfully, this was something Keep it simple. If you look at the design of my
I’ve never done before; I enjoyed the look I was portrait you can see that my shapes and forms
getting and decided to keep it. Don’t be afraid are basic and simple. When I combine strong
to experiment with some of the tools to see values and color to my basic design, the final
what they can do, but be careful to not abuse image appears more complicated than it really
the computer. I feel that digital paintings look is.
Chapter 8 252
complete projects
253 Chapter 8
the gallery
256 © 2010 SEILER All rights reserved.
3324 North
California
Jason Seiler
(Left)
N at e i s L at e
Loïc e338 Zimmermann
(Right) © Loïc e338 Zimmermann
257
© Brad Rigney
A H o s t i l e Ta k e o v e r Lizard Pa pa Be a r
Brad Rigney Craig Sellars Daniel Dociu
(Above) (Below) (Right)
© Craig Sellars
258
2 r5e9n a N e t / N C s o f t a n d a r e b e i n g u s e d w i t h p e r m i s s i o n
A l l G u il d Wa r s i m a g e s a r e p r op e rt y of A
Stopping for Directions
Brad Rigney
(Above)
© Brad Rigney
Incorporeo
Eduardo Peña
(Left)
A Deadly Encounter
Daarken
© Eduardo Peña a.k.a chino-rino (Right)
260
261 © Daarken
Concrete 5
Ya ng X u e g u o
(Above)
262
© Ya ng X u e g u o
263
264
Grandma
Chase Stone
Ta k e o f f Machinery of Light
Thomas Pringle Raphaël Lacoste
(Below) (Right)
© Thomas Pringle
266
267 © Raphaël Lacoste
© Craig Sellars
Styna
Craig Sellars
(Above)
Binaural
Loïc e338 Zimmermann
(Left)
Welcome
Geoffroy Thoorens
© Loïc e338 Zimmermann (Right)
268
269 © Geoffroy Thoorens
© Thomas Pringle
Drydock
Thomas Pringle
(Above)
Order of Chaos
Daniel Dociu
(Left)
Va r i a b l e S t a r
A l l G u il d Wa r s i m a g e s a r e p r op e rt y of A r e n a N e t / Stephan M artiniere
NCsoft and are being used with permission (Right)
270
271 © stephan m artiniere
Dwellings
Daniel Dociu
A l l G u il d Wa r s i m a g e s a r e p r op e rt y of A r e n a N e t / N C s of t a nd a r e be in g u se d w i t h p e r m i s si on
© Geoffroy Thoorens
Street Scene
Theo Prins
(Left)
Mushroom Hunter
Bobby Chiu
© Theo Prins (Right)
274
© Bobby Chiu 275
276
Grump
Sam Nielson
© Victorior 278
Rosie Lugosi
S e r g e Bir a u lt
cratch.com/dwayne-vance
Hoi Mark
Mun Tham McDonnell
[email protected] [email protected]
http://hoimun.blogspot.com/ http://markmcdonnell.blogspot.com
The Gallery Artists
Bobby Geoffroy Stephan
Chiu Thoorens Martiniere
[email protected] [email protected] [email protected]
http://artsammich.blogspot.com http://seedsfromhell.blogspot.com/
Daniel Serge
Dociu Birault
[email protected] [email protected]
http://www.tinfoilgames.com http://www.sergebirault.fr/sb
Eduardo Simon
Peña Dominic
[email protected] [email protected]
http://chino-rino2.blogspot.com http://www.painterly.co.uk
index
a
Adobe, 178, 180 Concept, 15, 27, 28, 35, 76, 100, 171, 210, Elmasli, Emrah, 178 – 179, 180 - 181
Aerodynamic, 75, 76, 142 234, 235, 239 Embroidery, 184, 187
Aesthetic, 51, 76, 85, 86 Contrast, 19, 28, 29, 48, 69, 78, 93, 175, 222, Emotional, 11, 117
Air, 18, 236, 238, 242 240, 245 Engine, 75, 76, 77, 78, 85, 96, 97, 146, 148,
Albers, Justin, 174 - 177 Crabb , Ron, 208 - 209 149, 156
Alchemy, 142, 143, 235 Creation, 16, 28, 32, 124, 134, 143, 211, 214, Enhance, 22, 23, 58, 157, 158, 181, 207
Aleksander, Nykolai, 184 - 191 223 Environment, 16, 27, 67, 68, 69, 70, 134, 141,
Allsopp, Matt, 140 - 141 Creature, 27, 28, 29, 32, 113, 167, 180 149, 213, 235, 238
Alpha, 79, 88, 105 Crop, 24, 113, 147, 151, 185, 187, 229 Erase, 67, 81, 113, 161, 173, 179, 185, 190,
Anatomy, 27, 35, 61, 77, 118, 242 Curves, 149 192, 200, 211, 212, 252
Animation, 12, 13, 15, 111 Custom, 36, 40, 44, 73, 121, 184, 190, 204, Exaggerate, 14, 18, 57, 59, 252
Architecture, 101, 134, 174, 226 207, 217, 236 Exoskeleton, 77, 85
Artistic, 34, 40, 86, 87, 113, 209 Experimenting, 15, 45, 134, 154
ArtRage, 66, 67, 68 d Expression, 37, 43, 58, 244
Atmospheric, 75, 81, 102, 104, 130, 212, 223, Daarken, 260 Exterior, 75, 198, 211, 212
229 Dabbaghi, Ehsan, 170 - 173 Eye, 18, 19, 21, 22, 27, 32, 40, 43, 168, 183,
Daylight, 104, 105, 127 190, 213, 222, 226, 243
b Definition, 47, 109, 199 Eyedropper, 249
Backdrop, 69, 87, 110 Depth, 18, 20, 24, 25, 63, 69, 171, 226, 239,
Background, 17, 20, 25, 28, 29, 94, 216, 222, 240, 252 f
245, 248, 249, 250 Desaturate, 44, 137, 185, 186, 192 Fabric, 22, 35, 36, 85, 121, 186, 189, 190
Backlight, 86, 199 Detailing, 38, 63, 112, 127, 149, 150, 180, 235, Face, 15, 17, 18, 22, 24, 48, 56, 57, 58, 242,
Bazán Lazcano, Ignacio, 50 – 55, 118 - 125 236 245, 250, 251, 252
Beast, 13, 32, 235 Develop, 27, 31, 32, 54, 62, 63, 166, 173, 234, Facial, 15, 63, 69
Beyit, Kerem, 232 - 233 242 Fade, 145, 149
Birault, Serge, 279 Digital, 25, 60, 73, 75, 110, 118, 124, 213, 252 Fantasy, 70, 117, 175
Blending, 36, 45, 135, 136, 161, 215, 216 Dimension, 146, 204, 220, 240 Fashion, 27, 40, 78, 123, 185
Blocking, 36, 58, 59, 76, 134, 156, 250 Display, 17, 23, 43, 112, 211 Feathers, 27
Blood, 17, 40, 44, 45, 46, 77, 181 Distance, 13, 20, 57, 62, 96, 102, 123, 135, Feet, 14, 37, 92, 228
Blur, 60, 63, 81, 88, 113, 176, 236 240, 250, 252 Fighter, 75, 109, 112, 151
Branches, 196, 197, 198 Distort, 27, 156, 161, 172 Film, 15, 34, 110, 206
Brightness, 138, 194, 197, 240, 245 Dixon, Matt, 26 - 33 Fire, 50, 81, 90, 172
Brush, 31, 36, 40, 44, 52, 53, 57, 58, 60, 61, Dociu, Daniel, 259, 266, 270, 272 - 273 Fires, 54, 90
248, 250, 251, 252 Dominic, Simon, 66 – 71, 280 - 281 Flatten, 135, 206, 229
Brushstrokes, 120, 190, 204 Doodle, 27, 28, 29, 32, 59 Flip, 19, 32, 64, 68, 144, 194, 222, 229
Draft, 85, 86, 109, 155, 156 Floating, 23, 32, 38, 156, 238
c Drag, 173, 205, 213, 226 Flocks, 206, 238
Cabrera, Carlos, 192 – 195, 214 - 219 Dumitrescu, Ioan, 220 - 225 Flower, 185, 190
Capture, 19, 28, 37, 58, 59, 186, 234, 249 Duplicated, 46, 97, 138, 210, 212 Flying, 66, 145, 176, 206, 207, 236
Caricatures, 56, 57 Dust, 22, 81, 87, 89, 151 Fog, 130, 212, 229, 240
Castro, Roberto.F, 196 - 203 Dynamics, 14, 25, 63, 64, 242 Foliage, 29, 31, 32, 196, 197, 198, 199
Character, 11, 13, 14, 18, 19, 20, 21, 58, 63, Forces, 23, 108, 143, 165
68, 234, 235, 236 e Foreground, 18, 25, 31, 101, 102, 112, 205,
Chiu, Bobby, 275 Ears, 28, 32, 58, 63, 251 207, 221, 223, 239, 240
Cinematic, 113, 221, 236 Earth, 70, 81, 238 Foreshortening, 24
Clouds, 87, 93, 111, 142, 147, 176, 196, 199, Edge, 15, 22, 25, 97, 212, 213, 243 Forest, 180, 197, 238
229 Editor, 197, 199, 200 Fountain, 166, 167, 169
Cobblestones, 138 Element, 17, 19, 20, 21, 23, 32, 35, 38, 96, Freckles, 64
Composition, 16, 17, 18, 19, 20, 23, 25, 29, 244, 245 Fur, 17, 28, 29, 32
155, 174, 251, 252 Elliptical, 76, 197 Futuristic, 86, 109, 144, 147, 154
284
index
g
Galaxy, 88, 240 Lasso, 88, 102, 104 Multiply, 28, 29, 31, 64, 79, 81, 88, 101, 128,
Garments, 67, 184 Lava, 50, 51, 54 220, 248
Gaussian, 190, 236 Layer, 25, 28, 29, 136, 138, 145, 173, 179, Mun Tham, Hoi, 154 - 163
Generation, 110, 111, 113 235, 236, 240, 252
Geometric, 74, 102, 108 Leaves, 17, 22, 28, 32, 73, 196, 197, 198, 199, n
Geometry, 87, 214 200, 239 Nail, 216
Gesture, 13, 15, 39, 40, 181 Leg, 21, 43, 214, 217 Nature, 32, 39, 93, 108, 109, 135
Glow, 37, 97, 105, 136, 161, 181 Levels, 54, 60, 90, 192, 197, 221, 223 Naval, 39, 84, 85
Gradient, 36, 38, 46, 240 Library, 137, 138, 161, 185, 192, 205, 215, 227 Nebulas, 87, 111
Grayscale, 36, 51, 185, 197 Light, 94, 119, 121, 129, 135, 137, 156, 172, Neck, 44, 45, 64
Greens, 60, 89, 239, 29 252, 266 Needle, 13, 76
Guidelines, 17, 22, 47, 143, 147, 155, 156, 213 Lightening, 229 Neilson, Sam, 276 - 277
Gun, 25, 51 Lighting, 13, 36, 68, 70, 81, 88, 103, 104, 180, Noise, 60, 236, 240, 245, 252
212, 243, 249 Nose, 43, 57, 58, 59, 63, 251, 252
h Limit, 73, 185 Nostrils, 58
Hair, 35, 36, 39, 46, 63, 64, 251, 252 Lineage, 85
Haze, 103, 129, 171, 229 Lip, 57, 252 o
Helmet, 52, 245 Locomotive, 183, 221, 223 Ochre, 37, 93, 103
Horizon, 18, 20, 79, 87, 105, 110, 148, 149, Loop, 52, 53 Offset, 211, 212
226, 227 Luminosity, 88, 89, 111 Oil, 68, 69, 158, 172, 183, 252
Horror, 166, 167 Opacity, 31, 60, 63, 111, 136, 137, 157, 162,
Hue, 31, 37, 93, 97, 240 m 192, 194, 197, 199, 215, 235
Machine, 12, 51, 77, 178 Opaque, 45, 158, 159, 197, 245
i Man, 13, 14, 25, 43, 119, 176 Organic, 86, 87, 93, 108, 109, 141, 196, 211,
Illuminate, 242 Mandrake, Daryl , 116 - 117 236
Illustrate, 77, 155, 196 Manipulate, 147, 162, 211 Outline, 67, 76, 92
Illustration, 13, 14, 15, 23, 77, 79, 135, 155, Markers, 75, 76, 77, 86, 87, 93, 154 Overlay, 16, 37, 43, 53, 110, 122, 130, 160,
209, 214, 215, 216 Martiniere, Stephan, 266, 271 168, 193, 229, 235, 236
Impression, 29, 31, 32, 38 Mask, 44, 48, 79, 97, 105, 136, 138, 178 Oxygen, 76, 97
Ink, 75, 76 McDonnell, Mark, 12 - 15
Insect, 174, 175, 176, 207 Medieval, 66, 118, 121, 123, 134, 138 p
Inspiration, 13, 15, 29, 43, 51, 76, 163, 184, Menu, 121, 123, 124, 161, 193, 197, 210, 211, Paint, 25, 36, 45, 53, 130, 149, 157, 197, 198,
200, 236 212, 221, 235, 252 199, 206, 209, 210, 223, 245, 249,
Instrasombat, Wanchana, 278 Merged, 137, 239 Paintbrush, 58, 121, 122, 123, 124, 192, 216
Invert, 162, 185, 186 Metal, 68, 112, 148, 149, 157, 158, 159, 194, Painter, 69, 172, 178, 233, 242
Ivy, 238, 239 220, 221, 222, 223 Paintover, 158, 159
Midpoint, 212 Palette, 31, 36, 63, 67, 81, 89, 90, 93, 174,
j Midtone, 166 175, 180, 187, 249, 250, 251
Jitter, 193, 194, 197, 198, 199, 205, 206, 248 Modify, 54, 121, 136, 150, 175, 190, 193, 199 Particles, 22, 236
Jungle, 26, 27, 28, 31, 32, 174 Money, 108, 111, 163 Pattern, 28, 85, 161, 186, 187, 188, 189, 190,
Jurabaev, Jama, 234 - 237 Monochromatic, 59, 193, 243 205, 206, 223, 240
Monster, 26, 27, 28, 29, 31, 32, 34, 35, 169 Peña, Eduardo, 260
k Moon, 78, 79 Pen, 26, 75, 76, 86, 126, 154, 155, 183, 194,
Ketaki, Kekai, 10 - 11 Mosquitoes, 174 196, 198, 222, 242
Knights, 67, 69, 70, 118 Motion, 18, 19, 81, 113 Pencil, 13, 67, 75, 76, 145
Mountain, 172, 173 Pens, 75, 76, 86, 87
l Mouse, 193, 194, 205 Perceived, 19, 20, 22, 88, 109
Lace, 184, 185, 186, 187 Mouth, 43, 57, 58, 59, 63, 181, 251, 252 Personality, 13, 28, 43
Lacoste, Raphael, 267 Movement, 14, 18, 19, 20, 22, 28, 43, 198 Perspective, 79, 189, 215, 221
Landscape, 17, 23, 25, 69, 70, 93, 113, 199 Movie, 19, 21, 111, 216 Peterffy, Levente, 164 - 165
285
index
s
Photograph, 52, 185, 197, 199, 200, 249 Sand, 110 Thumbnail, 28, 29, 34, 36, 37, 38, 40, 43, 90,
Photos, 122, 149, 168, 184, 185, 186, 197, Saturation, 69, 97, 149, 194, 223, 240, 251 128, 136, 155, 156, 242
215, 244 Scattering, 123, 199, 223 Tilbury, Richard, 34 – 41, 42 – 49, 134 – 139,
Photoshop, 19, 170, 174, 178, 194, 196, 197, Schematic, 54, 75, 85 204 – 207, 210 - 213
215, 217, 220, 221, 251 Seiler, Jason, 56 – 65, 248 – 253, 256 Tile, 122, 161
Picker, 31, 59, 63, 249, 251 Sellars, Craig, 258, 268 Tomiyasu, Kenichiro, 238 - 241
Pillars, 220, 221, 222, 223 Sensitivity, 120 Tonal, 36, 37, 40, 45, 68, 134, 135, 157, 158,
Pipeline, 154, 162 Shade, 58, 119, 120 213
Pixel, 69, 235, 236, 244, 245 Shadow, 31, 32, 36, 46, 69, 70, 80, 96, 101, Train, 20, 85, 220, 221, 222, 229
Placement, 16, 17, 20, 24, 25, 57, 59, 198, 210 105, 156, 173, 215, 242 Transport, 74, 75, 76, 77, 78, 103, 104, 109,
Planes, 104, 112, 220 Ship, 85, 86, 88, 89, 96, 108, 109, 112, 146, 110
Planet, 78, 100 178, 179 Tree, 27, 129, 130, 181, 196, 197, 198, 199,
Plants, 32, 238, 239 Shooter, 50, 109 200, 238
Pose, 12, 13, 14, 15, 27, 28, 29, 35, 43, 47, 67, Silhouette, 13, 14, 34, 43, 109, 178, 179, 215,
242, 243, 244 220 u
Position, 17, 38, 47, 145, 150, 155, 189, 198, Sketch, 25, 27, 28, 29, 51, 56, 57, 67, 165, Underpainting, 67, 68
200, 213, 217 166, 169, 227, 242, 243, 248, 250 Upload, 16
Posture, 14, 34, 35, 43, 44, 47 Sketchbook, 13, 14, 86, 180 Upsize, 67
Pressure, 171, 185, 194, 197, 199, 216, 248 Skin, 32, 36, 37, 38, 44, 46, 57, 64, 70, 77
Pringle, Thomas, 182 – 183, 266, 270 Skull, 56, 57, 60 v
Prins, Theo, 274 Slum, 134, 138 Value, 29, 31, 59, 60, 62, 105, 111, 250, 251,
Prototype, 75, 141 Smit, David, 16 - 25 252
Smoke, 90, 104, 118, 150, 178, 183, 223 Vampire, 34, 38, 40
r Snow, 168, 169 Vance, Dwayne, 142 - 153
Race, 78, 142, 144, 151 Soldier, 50, 52, 242, 243, 245 Van Dijk, Jesse, 126 - 133
Radial, 113, 236 Souleiman, Serg, 226 - 231 Vanishing, 226, 227, 228, 229
Rain, 217 Space, 18, 19, 62, 75, 78, 100, 101, 108, 109, Vehicle, 75, 79, 81, 141, 145, 147, 148, 149,
Realism, 51, 85, 112, 151, 156, 236 112, 166, 178, 179, 252 150, 162, 179, 204
Realistic, 51, 53, 62, 63, 81, 97, 120, 137, 147, Spaceship, 75, 85, 146, 178 Volcanoes, 50, 51
159, 200, 236 Spark, 14, 15, 26
References, 51, 67, 101, 137, 145, 149, , 216, Spotlight, 242, 243 w
239, 244, 249, 252 Stand, 24, 25, 27, 32, 48, 69, 186, 188, 223 Warp, 52, 189, 190
Reinforce, 68, 236 Star, 16, 94, 141 Watercolour, 93
Rembrandt, 12 Station, 92, 93, 94, 95, 96, 97, 222 Weapon, 18, 196
Render, 31, 149, 156, 159, 214, 215, 221 Steampunk, 221, 222 Weathering, 157, 159, 162, 194
Resembles, 35, 205, 206 Stone, 67, 68, 118, 121, 122, 168, 192, 194, Werewolves, 43
Resolution, 67, 248 221, 223 West, Nathaniel, 166 - 169
Resource, 137, 192 Stone, Chase, 242 – 247, 264 - 265 Widescreen, 23, 24, 93, 110
Rigney, Brad, 258, 260 Street, 134, 135, 136, 137, 138, 151, 168, 216 Wong, Chee Ming, 74 – 83, 84 – 91, 92 – 99,
Rim, 90, 95, 112 Streetlights, 215, 217 100 – 107, 108 - 115
Rivets, 151, 223 Sun, 136, 138, 170, 210, 213, 229, 238, 239, Wood, 70, 199, 200, 221
Road, 17, 178, 179 240 Workflow, 86, 113, 211
Robot, 214, 216, 217 Swarm, 174, 175, 176, 206 Worm, 17, 18
Rock, 53, 66, 70, 175, 176, 192, 194, 228 Sword, 16, 66, 69, 70
Root, 15 x
Rotate, 20, 27, 32, 37, 113, 194, 221 t Xueguo, Yang, 262 - 263
Ruin, 150, 252 Temperature, 59, 60, 251, 252
Ruler, 226, 227 Texture, 31, 32, 52, 53, 60, 67, 70, 118, 165, z
Ruppel, Robh, 72 - 73 172, 174, 215, 217, 222, Zimmerman, Loic, 257, 268
Rust, 105, 160 Thoorens, Geoffroy, 269 Zombie, 42, 43, 44, 45
286