Interview
Blaz Porenta
Articles
Sketchbook of
John Thacker
The Gallery
Digital Painting Magazine
Issue 089 May 2013
Bruno Hamzagic,
Evan Lee,
plus more!
Cover Image by Richard Tilbury
In the third part of the
Costume Design series,
Richard Tilbury creates
two different designs
for Religious Leaders.
Theyre excellent!
Fire Truck
The Off World Vehicles series comes to a close, with Mike Hill showing
us how he created his vehicle, the Fire Truck.
Designing New Worlds
In the penultimate part of this series, Gerhard Mozsi paints an Industrial
Facility, and shares techniques on how to create your own for your world.
Creating Original Creatures
The final part of Vinod Rams series on Creature Anatomy features an
original creature and tips for designing your own.
Contents
Contents
Editorial
Keep practicing!
You can never be
too good.
Hello and welcome to the
May issue of 2DArtist!
Whats in this months issue?
006
We hope you all had a
great April. We definitely
Blaz Porenta
Gesture is so important
to making an appealing
drawing, so sometimes
I will just make things
for that sole purpose
016
enjoyed it here in the UK,
Sketchbook
The sketchbook of John Thacker
with national holidays left
The Gallery
022
right and center, giving us
a nice selection of days off
10 of the best 2D artworks
Its been a while since we last spoke to the Blaz Porenta and a lots changed in this talented concept artists life over the
last couple of years. He chats to us today about being part of the fantasy card game Legend of the Cryptids, leading a
3DTotal workshop and what he has to look forward to in the future.
to enjoy the long overdue
Off World Vehicle Design
034
sunny weather, and lap up
Fire Truck by Mike Hill
some inspiration. It may
As always, it starts with
be tempting to get outside the
some sketching to find
will enter the frame
but if you would rather stay inside and get some painting done,
Designing New Worlds
044
The ability to sketch and render vehicles is an important asset in the field of concept design. In this tutorial series each artist has been given a brief description of
a possible vehicle, which they will approach like a games brief to demonstrate the techniques used when creating a vehicle concept.
February Issue 086 Speeder March Issue 087 Deforestation April Issue 088 Personnel Carrier This Issue Fire Truck
right composition, where
and enjoy some are placed and what
parts sunshine,
John Thacker, a concept artist in the game industry, shares his whimsical sketches of
Industrial Region/Facility by Gerhard Mozsi
trains, bicycles and fantastical creatures in this months Sketchbook article.
Costume Design
052
Religious Leader by Richard Tilbury
2DArtist is full to the brim with outstanding content and jaw-
Creature Anatomy
060
dropping tutorials to provide all the inspiration you need!
French illustrator and digital painter Khasis Lieb
takes us through some of the finer processes
DESIGNING
in painting his psychedelic portrait. This broad
overview is full of useful tips on everything from the
concept through to lighting.
In our vibrant tutorial section this month we continue to bring you
NEW WORLDS
064
Games and films are made up of many different features such as characters, environments and vehicles, and it is important that all these elements work together
to demonstrate a consistent visual language and therefore create a believable environment and society to engage the audience. In this series our artists will take a
comprehensive look at creating a new world from a concept perspective, and investigate the processes and techniques that can be used to create all the major features of a
visually stunning work from some of the most exciting names
game or film.
Creating Original Creatures by Vinod Rams
Absinthe
Project overview by Khasis Lieb
in the digital world. Vinod Rams shares tips and techniques to
successfully create original creature designs.
Interview - 2D Artist
Westbound
072
This month we feature: Jennifer Healy | Evan Lee | Titus Lunter | Bruno Hamzagic | Sayja
Digital Art Masters: Volume 7 Free Chapter
Bastien Grivet | Aekkarat Sumutchaya | Markus Lovadina | Arthur Haas | Mohamed Elgalad
About Us
081
In this penultimate installment of our New Worlds tutorial series,
3DTotal.com Ltd information and contacts
Gerhard Mozsi examines the industrial core of the society in
Costume design is an important element to character design as it helps to enhance a characters personality. You can create an evolving plot of color, changing social status,
the world he has created, as well as demonstrating the process
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behind using light and color to create atmosphere.
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or period through the visual design of garments and accessories. In this tutorial series each artist has been presented with a games-like brief describing a character from a
certain section of a fantasy medieval world, and they must design clothing suitable for that characters job description.
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With the continual development of technology in video games and the wild, imaginative story lines of films, the possibilities of what concept artists are able to produce
We also continue our Costume Design and Off World Vehicles
become broader in detail and function. With strong silhouettes, recognizable color schemes and distinct proportions in anatomy, it is still important to know the basics of
animal and human anatomy when designing these creatures. In this three-part series, talented concept artist Vinod Rams demonstrates how to use human anatomy as a
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written
basis for creature design, create a hybrid creature based on human and animal anatomy, and use real word examples as a reference for designing a creature from scratch.
series, which see Richard Tilbury design a defined costume forDigital Art Masters: V7
a
religious leader, and Mike Hill create a concept for a fire-fighting
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truck by exploring the use of a 3D block-in to define the forms. Its
the very last chapter of our Off World Vehicles series, so make
sure you dont miss out!
Editor
Jess SerjentTipping
Lead Designer
Chris Perrins
finer processes in painting his psychedelic portrait. This broad
Content
Richard Tilbury
Jess SerjentTipping
Proofing
Jo Hargreaves
Marketing
Emma Handley
Free Stuff!
Illustrator and digital painter Khasis Lieb draws inspiration from
the absinthe drinkers of France and takes us through some of the
Layout
Az Pishneshin
Matthew Lewis
Layla Khani
Wherever you see this symbol, click it to
download resources, extras & even movies!
overview is full of useful tips on everything from the concept
through to lighting.
If all that wasnt enough we also have an interview with
awesomely talented concept artist Blaz Porenta, a whimsical
sketchbook by John Thacker and our fantastic gallery, which
features ten outstanding digital images from some very talented
artists such as Markus Lovadina, Bruno Hamzagic and Bastien
Grivet. Enjoy!
Image by Bastien Grivet
www.2dartistmag.com
page 2
Issue 089 May 2013
Get the most out of your
Magazine!
If youre having problems viewing the double-page spreads that we
feature in this magazine, follow this handy little guide on how to set
up your PDF reader!
Setting up your PDF reader
For optimum viewing of the magazine it is recommended that you have
the latest Acrobat Reader installed.
You can download it for free here: DOWNLOAD!
To view the many double-page spreads featured in 2DArtist magazine,
you can set the reader to display two-up, which will show doublepage spreads as one large landscape image:
1. Open the magazine in Reader;
View menu, then Page display;
Two-up Continuous, making sure that Show
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2. Go to the
3. Select
Keep practicing!
You can never be
too good.
Contributors
Blaz
Porenta
As a child Blaz read thousands
of fairy tales. Today he tells
them himself but instead of
writing them, he paints them.
Blaz likes to create a snapshot
of his world for viewers, and let them create their own
story.
Contributing Artists
http://www.blazporenta.com/
blaz.porenta@gmail.com
Every month many artists from around the world contribute to 3DCreative
and 2DArtist magazines. Here you can find out a bit more about them!
If you would like to be a part of 3DCreative or 2DArtist magazine, please
contact: jess@3dtotal.com
Gerhard
Mozsi
Richard
Tilbury
is an Australian artist who has
Richard Tilbury has had a
passion for drawing since being
worked both remotely and
a couple of feet tall. He studied
on-site for studios in the USA,
Austria, Germany, Australia,
Fine Art and was eventually
and the UK. He studied
led into the realm of computers
several years ago. His brushes have been dissolving
traditional art at university before exchanging the
in white spirit since the late nineties and his graphics
paintbrush for a Wacom, and now works primarily
in the digital medium. He has been working as a
tablet has become their successor. Richard still
artist and matte painter for film and games
sketches regularly and now balances his time a while since we last spoke to the Blaz Porenta and a lots changed in this talented conceptconcept the
Its been
artists life over
development for the last years, and his work can be
last couple of years. He chats to us today about being part of the fantasy card game Legend of the Cryptids, leading a
between 2D and 3D, although drawing will always be
3DTotal workshop and what he has to look forward to in the future.
closest to his heart.
seen on his website and blog.
http://www.richardtilburyart.com
http://www.gerhardmozsi.com/
contact@gerhardmozsi.com
ibex80@hotmail.com
Image by Titus Lunter
www.2dartistmag.com
page 4
Issue 089 May 2013
Keep practicing!
You can never be
too good.
Its been a while since we last spoke to the Blaz Porenta and a lots changed in this talented concept artists life over the
last couple of years. He chats to us today about being part of the fantasy card game Legend of the Cryptids, leading a
3DTotal workshop and what he has to look forward to in the future.
Blaz Porenta Interview
Hi Blaz, how are you? I cant believe Im
saying this, but its been over four years
since your last interview with 2DArtist time
flies! For those who may not have read
that interview could you tell us a bit about
yourself as an artist?
My schedule is fully packed, but I couldnt be
happier! Has it really been that long? I feel old
now!
I am an illustrator, living in my little world of
horror and fluffy animals it depends on the
day. I love to challenge myself by painting
stories, portraying emotions and exploring
traditional technique and styles in digital media
along the way.
The last time we spoke you were working
as Art Director for Actalogic. What have you
been up to since then?
I am currently working as a full-time concept
artist and painter at Outfit 7, a company most
known for their Talking Friends app franchise.
Not my typical horror genre, but I found myself
really enjoying the variety of work I am getting
there. Im doing everything from creating new
characters and environments for a kid audience,
to working on video projects in collaboration
with Disney. Then in my spare time at home, I
balance that with a couple of freelance projects,
Japanese client, Applibot. I choose a character
where I can fulfill my tendencies for some horror
of my choice, and then create my vision of him
and fantasy paintings.
without the pressure of tight deadlines. I couldnt
be happier!
Since the last time you spoke to 2DArtist,
what have been your favorite projects to
And last but not least, a personal project that I
work on?
am working on with two of my close friends: a
I would like to point out a couple of them. One,
mobile app game named Swamp Attack. It is
for sure, was working on a series of well-known
an indie game in its final stage of development,
children stories for 3DTotal, portraying them in
and I hope well be able to find a publisher for it
a horror fashion. That was a project Id been
soon, or release it on our own.
planning to do on my own for a long time; I just
You told us a bit about where youd like
needed a push.
to see yourself in ten years time and you
The next one is currently ongoing: working on
fantasy card game Legend of the Cryptids for a
www.2dartistmag.com
mentioned attending some great workshops.
Youre about to be on the other side of that
page 7
Issue 089 May 2013
Interview
Blaz Porenta
as you are leading a workshop for 3DTotal
soon could tell us a bit about it?
That is true. I didnt expect that at all, but it
was a really nice surprise and honor to get an
invitation. I am really looking forward to sharing
my experiences with other artists, helping them
and of course, learning from them as well. Ill be
focusing on how to use colors and composition
to create an atmosphere in a narrative painting.
I know there will be some awesome art from
students at the end of that workshop and
knowing Ill be a part of the journey of creating
them gives me a great joy!
Could you tell us about any other projects
you have coming up that you are really
also a comic book on the way, but I am always
getting the job they dream about on their first
looking forward to?
on the lookout for something challenging, so
try. If you love doing it, do it on your own. Build
I am getting quite a few offers for work on
who knows what will find a way into my already
a strong portfolio, work on smaller projects
different card games lately, but since I am
hectic schedule!
and post regularly on art forums and websites.
fully-booked with my ongoing aforementioned
I know from personal experience that many
projects, I have to unfortunately decline them
Do you have any advice for people who want
big companies, as well as smaller clients, are
for now. I hope to do some more work for
to get into the industry?
surfing through these forums and contacting
Applibot in the future, as well as maybe one or
Dont stop at anything. I know many talented
artists for their next projects. And keep
two more indie games for fun. Oh, and there is
people who get easily unmotivated by not
practicing! You can never be too good.
www.2dartistmag.com
page 8
Issue 089 May 2013
Blaz Porenta Interview
www.2dartistmag.com
page 9
Issue 089 May 2013
Blaz Porenta Interview
Youve mentioned that you like to explore
different techniques and styles. Could you
tell us a bit about your workflow, process
and the software you use?
My workflow varies from project to project.
Sometimes I start with quick sketches, followed
by line art drawings, a couple of variations
(especially when working for clients), then
blocking in tone values and finishing it with color.
Yet another time Ill just go with the flow and
start with abstract forms, spilling colors all over
the place, searching for a story to pop out.
I love the look of traditional media paintings,
where you can see the texture of the media and
feel the personal touch of an artist. Although I
paint mainly digitally, I strive to achieve these
qualities and search for ways to imitate them.
Although I use Photoshop throughout the whole
process, my work usually ends up in ArtRage,
where I apply some thick brush strokes and mix
colors with a palette knife as a final touch.
You are involved in such a variety of areas,
which of these areas do you enjoy the most?
Nowadays I enjoy every project I am working
on. I am fortunate to have a variety of offers, so
I can pick what interests me the most. I could
say I prefer more complex fantasy and horror
paintings, which take me anything from a week
That is always the hardest question for me,
to a month to finish, but I also like to relax and
as I never think about it. I believe shapes and
do some cartoon-style characters. I love when
silhouettes are the most inspirational things. Our
everything is balanced and I can do two different
minds work in mysterious ways, and if you let
types of project at the same time, jumping from
your brain run free and dont limit it, youll come
one to another, depending on how I feel.
www.2dartistmag.com
Where do you draw your inspiration from?
up with some freaky stuff when looking at a pile
page 11
Issue 089 May 2013
Blaz Porenta Interview
of garbage or something as simple as a cloud
I love to spend my free time with my girlfriend,
formation or a tile pattern on a bathroom floor.
going to see a great movie or doing some
adrenaline sports and martial arts.
I also follow many great artists and
photographers, and build upon my reference
Thanks for taking the time to talk to us!
library. I consider all of them my teachers, and
Always a pleasure!
eBookTraining
To see how these three final illustrations
I learn about the light, colors, composition and
what works and what doesnt from a storytelling
Blaz Porenta
point of view from the work of others.
Web: http://blazporenta.blogspot.co.uk
were created please check out our
Email: blaz.porenta@gmail.com
Illustrating Fairy Tales eBook
by clicking here!
Its always good to take time out from work
and reflect. What do you like to do to relax?
www.2dartistmag.com
Interviewed by: Jess Serjent-Tipping
page 13
Issue 089 May 2013
! n
W ciptio
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and fleshing out the muscles, to adding props, detailing with alphas
and posing the character. The second volume covers methods for
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Gesture is so important
when it comes to
making an appealing
drawing, so sometimes
I will just make things
for that sole purpose.
John Thacker Sketchbook
Sketchbook of John Thacker
I have always been interested in riding bicycles, so
naturally I draw one from time to time (Fig.01).
I have a soft spot for whimsical things, and trains have
always been a love of mine, especially steam engines
from the early 1900s. The collection of shapes and
details on these contraptions makes them such a great
subject for playing with (Fig.02).
www.2dartistmag.com
page 17
Issue 089 May 2013
Sketchbook
John Thacker
Fantastical creatures, as always, are such a great playground for bending
the rules of real-world anatomy into interesting new shape combinations
(Fig.03).
What can I say, who doesnt have at least a little fondness for cowboys?
Like my interest in old trains, cowboys and the Old West are also
appealing subjects to me (Fig.04).
Combining disparate ideas is something that makes character design
endlessly interesting. It all comes back to playing with shapes, and that just
never gets old (Fig.05)!
www.2dartistmag.com
page 18
Issue 089 May 2013
John Thacker Sketchbook
Stylization provides so much room to play. Even with things like this
though, it is all still rooted in real-life figure studies (Fig.06).
I try to be as loose and natural as possible when I start
on a character design, and build on that foundation.
Believability is what I hope to instill in my art; not to be
confused with being realistic (Fig.07).
www.2dartistmag.com
page 19
Issue 089 May 2013
Sketchbook
John Thacker
Gesture is so important when it comes to making an
appealing drawing, so sometimes I will just make things
for that sole purpose (Fig.08).
Drawing is fun or least it should be! If I am feeling a
little down, that may mean it is just time to draw an orc
waiter ready to serve you some pie (Fig.09).
This is an example of how things evolve as I work on
them. This started as a simple girl in a dress, and wound
up becoming a zombie (though still in a dress) eating an
apple (Fig.10).
This sketch was inspired by a woman I saw at a bus stop
when I was walking to work. I sometimes see little things
about people that stick out, and even if I cant get it down
visually where I am at the time, I hold onto it until I can
draw it out later (Fig.11).
www.2dartistmag.com
page 20
Issue 089 May 2013
There is something especially nice about simplicity in
design. There are times to push yourself, but I am always
refreshed when working on fast, minimalistic pieces
(Fig.12).
It is a good day when your time is spent drawing a moustache-twirling butcher (Fig.13). At least, by my standards
that is normal, right?
Thugs and goons never get old! I tend to get a feel for
the world every character inhabits, if only in my mind, to
guide my choices for design elements and proportions
(Fig.14).
This was an experiment regarding using a soft brush and
working angled surfaces off of each other. I try to push
new methods so I dont get stuck doing the same thing
over and over; if something is interesting I will learn that
much faster (Fig.15).
John Thacker
Email: johnrthacker@yahoo.com
This month we feature: Jennifer Healy | Evan Lee | Titus Lunter | Bruno Hamzagic | Sayja
Bastien Grivet | Aekkarat Sumutchaya | Markus Lovadina | Arthur Haas | Mohamed Elgalad
The Gallery 10 of the Best
Please submit your images to the 3DTotal gallery!
Meeting
Arthur Haas
http://www.ahaas.nl/
erahaas@yahoo.com
(Right)
Few Steps Away
Kamil Murzyn
http://kamilmurzynarts.pl
stealthpigeon@gmail.com
(Below)
www.2dartistmag.com
page 23
Issue 089 May 2013
Detective
Muhammad Algalad
http://algaladart.blogspot.com/
elgalad_mail@yahoo.com
Irvine the Coward
Evan Lee
http://www.evanartweb.com
fnhk111@yahoo.com.tw
Desert Empire
Markus Lovadina
http://malosart.blogspot.com
malo74@gmx.de
The Crash of the Old Titan
Bastien Grivet
grivetart@gmail.com
Color Rings
Aekkarat Sumutchaya
http://aekkarat.blogspot.com/
webang111@gmail.com
Saramago
Bruno Hamzagic
http://www.facebook.com/bruno.hamzagic
jadecilcleton@gmail.com
Please submit your images to the LayerPaint gallery!
10 of the Best
The Gallery
Golden Lie
Jennifer Healy
http://beautifulburden.com
jenniferhealy@hotmail.com
(Left)
Thermal
Titus Lunter
http://www.tituslunter.com
titus.lunter@gmail.com
(Below)
www.2dartistmag.com
page 32
Issue 089 May 2013
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so much easier to use than Autodesks Matchmover.
The ability to sketch and render vehicles is an important asset in the field of concept design. In this tutorial series each artist has been given a brief description of
a possible vehicle, which they will approach like a games brief to demonstrate the techniques used when creating a vehicle concept.
February Issue 086
Speeder
March Issue 087
Deforestation
April Issue 088
Personnel Carrier
This Issue
Fire Truck
Off World Vehicle Design Chapter 04 Fire Truck
Chapter 04 Fire Truck
Software Used: Photoshop
I was given a brief to design a firefighting vehicle
that specializes in dealing with petrochemical
fires. It must be capable of projecting water over
large distances.
After the briefing, the first step for me is
research and seeing existing designs in the
real world. Google is your best friend in this
department, and simply searching for key terms
such as fire truck can get some good results.
With limited time, and the freedom to select my
own designs, I keep the thumbnail stage short.
I see very quickly that the playful designs are
not where I want to go I would like to have a
functional and believable vehicle and I want
my process to be iterative, so evolving through
the process rather than limited to the original
thumbnail. I like certain qualities in the more
serious-looking machines, so the next step is to
start (Fig.01 02).
At this stage, my interest is in getting a very
good feel for the proportions of the design
(Fig.03 04). With a 3D mesh in place, I can
www.2dartistmag.com
page 35
Issue 089 May 2013
Chapter 04 Fire Truck
Off World Vehicle Design
also start to establish the space needed for
suspension travel and wheel turning angles
(Fig.05 06). I am happy with the general
proportions, so I use the base mesh to start
being a bit more playful with the formation of the
shapes and seeing what is possible with a very
rough value sketch (Fig.07).
Even though the block-out is the basis for
these paintovers, there are still a lot of small
adjustments that can be made quickly in 2D
to explore major design decisions, and then
these can be implemented in the existing mesh
(Fig.08).
I quickly strip off the top surface to understand
what the outer shell will be encasing. This helps
me understand the mechanical structure, which
will be useful in the next steps.
I am not happy with the mass of the tanks here.
If these tanks were full of liquid this machine
would be extremely heavy and unstable. I want
something more nimble, something lightweight
and advanced; after all this is a concept vehicle!
Looking at the proportions, I know I want to
remove the massive tanks and replace them
with something less dense (Fig.09).
www.2dartistmag.com
page 36
Issue 089 May 2013
Off World Vehicle Design Chapter 04 Fire Truck
I bring the design elements I have begun to
establish back to the original sketch view, giving
me a sense of whether the things I have learned
in the block-out are compatible with my original
idea. Im happy at this point to start refining my
concept mesh (Fig.10).
On a technical level, my mesh here is horrible
I am OK with this. The point of this mesh is
not to have good topology; in fact, trying to be
a disciplined modeler in the design stage is a
waste of mental energy, so be messy if it helps
you explore (Fig.11).
As I iterate, the final mesh will become more
accurate as I see the design take shape and
eventually I can refine it to a final high res model
or hand it off to another technical artist to use as
a 3D blueprint for a production model (Fig.12).
I use the mesh to test the extendable arm. This
needs to make sense and just by testing the
parameters of the arm movement I can be sure
the design will make sense. I can also use these
limitations to establish where servos and power
www.2dartistmag.com
page 37
Issue 089 May 2013
Chapter 04 Fire Truck
Off World Vehicle Design
units etc., would be positioned to support this
particular movement (Fig.13).
With the general layout of the design
established, I zoom in and isolate specific
components; in this case the nozzle of the hose
(Fig.14).
Eventually (outside of this tutorial) I want to turn
the design into a full-res model for a HD scene;
this means there is no added benefit to doing
any rendering at this stage, so I keep to simple
line work and values.
Ordinarily I would make a basic rig in 3D
to confirm all the pivot points and get the
movement working, but due to running out
of time on this project, I am simply faking the
suspension design (Fig.15).
Im quite keen on strap technology at the
moment, so I use this here instead of the
traditional pistons; I quite like the chunky, almost
www.2dartistmag.com
page 38
Issue 089 May 2013
Off World Vehicle Design Chapter 04 Fire Truck
cartoony element it gives to what is seen as an
industrial subject (Fig.16).
I begin doing some suggestive line work over
screenshots of my mesh. I do this to quickly
define what will be happening with panels, doors
and windows, etc (Fig.17).
This style is intentionally loose; I want to
suggest a certain approach quickly and can feed
this knowledge back into the mesh/paint later
on. To get a good sense of the design features
I make a line work of the reverse three-quarter
view. Again, nothing too detailed, but containing
informative structural information (Fig.18).
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Issue 089 May 2013
With what I know from the sketches I can
upgrade my mesh; this is basically 70%
suspension, which has already been determined
in the undercarriage line work (Fig.19).
To give the design a bit more feeling I wrap up
a concept, which is a mixture of a screen grab,
photos and painting; I will complete the design
in 3D and render it eventually, but for now a
concept is all that is necessary to suggest the
vehicle in action (Fig.20).
Mike Hill
Email: mike@heavyunitdesign.com
DESIGNING
NEW WORLDS
Games and films are made up of many different features such as characters, environments and vehicles, and it is important that all these elements work together
to demonstrate a consistent visual language and therefore create a believable environment and society to engage the audience. In this series our artists will take a
comprehensive look at creating a new world from a concept perspective, and investigate the processes and techniques that can be used to create all the major features of a
game or film.
Designing New Worlds Chapter 05 Industrial Facility
Chapter 05 Industrial Facility
Software Used: Photoshop
The Introduction
In this tutorial we shall examine the industrial
core of our society. Industrial production is
the sleeping giant in our alternative history.
The world is at peace, yet the population has
demands. An ever-burgeoning world state
requires goods to placate the needs and wants
of the people. Though with such prolonged
peace comes stagnation and complacency.
What does this brooding industrial machine look
like?
The aim is to create a scene that depicts
a lumbering industrial factory, a state-run
industrial facility that appears to have been
running for eons and is now in a state of slow
decay. Its cumbersome, steamy and grinding.
Through this illustration we will explore using
color and texture to depict our industrial
setting. Furthermore we shall spend some time
on shape theory, the idea of positive and
negative space, as well as the effective use of
atmosphere in depicting scale and depth.
The Initial Concept
The initial step starts with playing with shapes.
Some research has been done, so a loose
idea is present. Even at this early stage, care
is taken to be mindful of the shapes, which will
is in process its extremely time-consuming to
that is to say that it is finite, so the spacing of
eventually become our rendered forms. It will be
rectify errors in the scenes perspective. The
shapes and their inter-relationships is pivotal in
the juxtaposition of these shapes that will start to
trick is to multi-task. Work quickly and loosely,
the comprehension of the scene and thereby the
create interest within our composition (Fig.01).
but have an informal perspective grid set up
narrative of the image. Furthermore a dynamic
so that the blocking is set in accordance to the
arrangement ensures that the lighting within the
perspective established within the image.
image will come easily and naturally.
and smaller shapes as the scene recedes. All
Blocking In
A variety of shapes is a factor to bear in mind.
of these shapes will eventually be refined to
Simple shapes are used to block in the
This returns us to the idea of counterpoint. Like
illustrate an array of massive machinery, all
composition. The basic shapes will inform
light and shadow, the same is true with circles
pulsing and churning.
the light; light needs a medium to work off.
and squares. The two contrary elements provide
Additionally, the light will begin to define the
a means by which contrast in the image can
Whilst shapes are a focus, any landscape,
level of drama in the scene. Essentially its a
be exploited. The harmonious placement of
particularly a scene with many man-made
double act: shape and light (therefore shadow)
divergent elements next to one another creates
elements, (e.g., machinery), requires accurate
work in conjunction to create the basic elements
interest via the contrast they create (Fig.02).
perspective, so simple line work helps to
of the composition. This is an important
establish a sense of perspective. Its critical to
consideration when structuring an interior scene.
We can see how, in our scene, there has been
get this right from the onset as once the render
The space in an interior composition is confined,
an attempt to introduce a variety of shapes;
Emphasis is also aimed at creating a sense
of scale, with larger shapes in the foreground
www.2dartistmag.com
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Issue 089 May 2013
Chapter 05 Industrial Facility
Designing New Worlds
these correspond to rounded, hard, curved
and angular forms. Its when you begin to
render the forms that the importance of this
variety becomes apparent, as the light affects
the shapes differently and allows for dynamic
lighting and contrasting edge quality.
When considering shape, or simply when
blocking in your composition, some thought
should be given to positive and negative space.
Any composition will contain both positive space
(areas that offer information in terms of forms
like machinery) and negative space (areas that
do not). Whilst all the pixels in our scene carry
information, the notion of positive and negative
space is a way to delineate areas that are
The final key aspect of our composition when
When a scene is stacked in this manner it
active with actual designed content and those
blocking in is stacking. This is the process
facilitates the sense of depth in the image,
that are not (Fig.03).
whereby elements are sequentially placed within
allowing the viewer to more readily understand
the scene, and where a foreground, mid-ground
that even within an interior space there is depth.
To be conscious of this is crucial when plotting
and background should be clearly established
your composition, as negative areas allow the
within the image (Fig.04).
eye to rest. Any composition cannot be totally
On a quick note, while in the blocking in phase
it is also important to establish scale; that is
full of stuff. Through an informed application of
These elements are kept on separate layers,
the placement of figures within the scene. This
positive and negative spaces, we have greater
so that clean alpha channels (or masks) can be
helps the viewer gain an understanding of the
control over the composition. It helps ensure
created at a later stage. When we begin to light
proportion within the image, but it also aids
that the viewer is thoughtfully guided through
the scene and introduce atmosphere at a later
in humanizing the scene. People within an
the scene and is not overcome with stuff or
stage, the importance of these masks will be
environment allow the viewer to engage better
extraneous detail.
evident.
with the narrative of an artwork.
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Issue 089 May 2013
Designing New Worlds Chapter 05 Industrial Facility
Light and Color
Now that we have all our basic elements in
place we can begin to add color and light. The
process involves using the masks that have
been created. Much like the earlier blocking in
stage, we simply select our masks and block in
the color. As a general rule its best to start with
the background and move your way forward.
This image will have multiple light sources. We
start by blocking in the light from background to
foreground, with all the information being kept
on separate layers for the inevitable tweaking
later. The method is to block it all in with large,
simple, hard edged brushes.
Try to avoid using brushes with soft edges; this
clarity in the scene; machinery has hard edges,
we differentiate the color of the light to not only
is for two reason. One, with a hard edged brush
while the steam and atmosphere has soft edges
delineate the space, foreground to background,
you will be generating, by default, interesting
(Fig.05).
but also to infuse more drama and tension into
and quite serendipitous textures that could
the space. This is built up gradually, so we have
lead to specific detail. Two, when we begin to
Light will be coming from the back windows,
time to experiment with different colors. This is
introduce the atmosphere (which is generally
so we know that an aspect of the scene will be
the importance of keeping your light (or colored
executed with an array of medium to soft
back lit. Though we also want to light from the
light) in separate layers.
edged brushes) it has to stand out and you
bottom the scene in the mid-ground (Fig.06).
need to be able to clearly differentiate it from
This is all to be blocked in with broad strokes,
Once the color has been blocked in, a
the machinery. To achieve this we play with
so that we can immediately see how the
temporary Hue and Saturation adjustment layer
the edge quality. This is what will instill greater
lighting scheme is developing. Furthermore,
is tagged to the color layer. By playing with the
www.2dartistmag.com
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Issue 089 May 2013
Chapter 05 Industrial Facility
Designing New Worlds
sliders in the Hue and Saturation window, we
and shall recede into a neutral, though still a
Also notice how the values of the color also
can gauge what colors work and what do not
little warm, background.
reflect this; a dark foreground to a lighter
(Fig.07).
background. Obtaining depth within an interior
This scheme will aid in reinforcing depth via
image is critical to articulate that sense of space
Finally we determine the foreground color. In
the stacking of the colors from a saturated
within our scene. Next we amplify this with the
this instance the scene will have a bold and
foreground to a desaturated background
introduction of atmosphere.
quite saturated foreground, a green mid-ground
(Fig.08).
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Issue 089 May 2013
Designing New Worlds Chapter 05 Industrial Facility
Atmosphere
To achieve a more claustrophobic mood and to
instill that sense of frenetic action and motion
within our scene, we shall introduce atmosphere
or, more specifically, steam and smoke. The
selection of brushes with medium to soft edges
is the key (Fig.09).
In addition to the edge quality we also have to
simulate randomness. So a simple airbrush will
not do. This is best achieved, after the selection
of the appropriate brush, with the use of the
Scattering (and to some degree the Shape
Dynamic brush) feature in the Brushes window.
After we have our brush we can begin to paint
in the atmosphere. Start with a low opacity and
gradually build up your smoke and steam, all the
while modulating its hue, remembering that the
lighting scheme we have established would also
fresh eyes, a series of adjustment layers are
alpha channels created earlier. This technique
be reflected in our steam and smoke (Fig.10).
employed to see what they may add to the
allows for a tremendous amount of control and
Once this has been completed we can proceed
image. For the most part its a case of tweaking
versatility, and should always be explored.
to the final phase.
the colors and values with the Curves and
Color Balance adjustment layers. Though with
Wrapping Up
Gerhard Mozsi
experimentation, Selective Color and Espouser
Web: http://www.gerhardmozsi.com/
The final stage is another attempt to tighten
can also be fruitful. This is especially true when
Email: contact@gerhardmozsi.com
the scene further. With a nights rest and
they are used in tandem with the masks and
www.2dartistmag.com
page 49
Issue 089 May 2013
Costume design is an important element to character design as it helps to enhance a characters personality. You can create an evolving plot of color, changing social status,
or period through the visual design of garments and accessories. In this tutorial series each artist has been presented with a games-like brief describing a character from a
certain section of a fantasy medieval world, and they must design clothing suitable for that characters job description.
Costume Design Chapter 03 Religious Leader
Chapter 03 Religious Leader
and hence will wear garments that reflect this
embark on a series of small sketches, often with
Software Used: Photoshop
status. One could assume that these figures
no clear idea in mind in order to explore some
would boast a certain level of adornment and
ideas.
Introduction
an array of fineries, but this is not necessarily
This is an ageing man who started out in life
a prerequisite of a religious leader. In fact, the
Fig.01 shows just such a sheet with a mixture
with good intentions, but has become tainted by
opposite could be true, whereby the figurehead
of both linear and tonal sketches. Whilst doing
the ways of the world and resorted to devious
could adopt a lowlier and more humble
these I was thinking about both volume and
methods to uphold his position and influence
appearance in keeping with an underlying
pattern; that is to say I was considering shape
those around him. He is a man who harbors
philosophy and general belief a good example
and motif, as well as the characters silhouette.
a conflict of interests; someone who strives
of this is the Dalai Lama.
Illustrations 1 and 2 show a repeated motif and
towards the pious and divine, but realizes that
in order to gain respect he must also appeal to
Naturally, throughout history, the garments
focus on rhythms within the costume design that
mens greed and selfishness.
associated with different religions have changed
contrast between curved and angular shapes.
according to the period, but we shall assume
Number 1 is more curved, employing a circular
As you can see from the description above,
that we are portraying someone in the past that
design echoed across the belt and headwear,
this character has a defined personality with a
belongs to a fictitious religion.
whilst number 2 demonstrates a more
rectangular design. Illustration 3 concentrates
distinct set of traits. Although the main objective
of the tutorial is to design his costume, this
Thumbnails
more on volume, with the costume being
should also be taken into consideration.
As with any project, it is necessary to explore a
divided into three distinct sections with less
variety of ideas in sketch format before settling
detailing. Some of the other variations employ a
We can deduce from the title that he is someone
on a final design. Usually I begin by trawling
combination of both approaches with a handful
who has ascended to the top of his vocation
the internet for reference pictures, after which I
of drawn in lines.
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Issue 089 May 2013
Chapter 03 Religious Leader
Costume Design
It is always worth experimenting and seeing
As you can see, I began with a line drawing,
As I was unsure about the headwear I chose to
which approach suits you; some people prefer
which I set to Multiply and then on a new layer,
block in a random shape. I did toy with the idea
to work tonally, whilst others choose to draw in
added a color layer beneath this.
of using multicolored garments, but settled on a
line only, but either way is valid.
single color, which I felt gave the costume more
I used the line drawing as a guide initially, but
impact.
After considering the various designs I opted for
once I was happy with the color I began erasing
number 4 as a starting point. Quite a few of the
sections. As you can see, the design resembles
I experimented with various hues and saturation
sketches had an Oriental quality, especially 4,
thumbnail 4, but I decided to reject the hat as
values before deciding on red, but even then I
5, 6 and 7, whilst numbers 2 and 8 resembled
this felt a little too Oriental. I adopted the pose
was somewhat indecisive about the type of red.
South American themes.
from the line drawings in the lower right, which
Fig.04 shows two further iterations which differ
seemed more appropriate and enabled the
from the initial pass, but it was the right-hand
inclusion of a staff.
color scheme that I preferred. You can also
The other consideration was the characters
posture, which is somewhat subjective, but
I made a few sketches to try out some variations
(Fig.02).
In the end I liked the pose of the character on
the bottom row, third from the right in Fig.01,
and so chose this for my initial character. The
one thing I wanted to change was the orientation
of the head, which I felt would look better if he
was addressing the viewer.
Characters
I did not particularly want to design a character
that looked as though he belonged to this world
necessarily and I so started with a hybrid, which
can be seen in Fig.03.
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Issue 089 May 2013
Costume Design Chapter 03 Religious Leader
see that the headwear has changed although I
still wasnt sure about the design at this point.
I added some accents of gray to break up the
uniformity of the costume, as well as giving the
middle section of the robe a more crimson tint to
add some subtle variety.
At this stage I began on a second character;
of which the initial two phases can be seen in
Fig.05.
I made a conscious decision to opt for a
contrasting color scheme.
The three small thumbnails evident in the center
formed the inspiration here and incorporated the
open robe (upper two) and decorative accessory
hanging around the neck (middle one). I liked
the awkward nature of the high shoulder pads
on the lower thumbnail, which seemed to
emphasize the face, and so added a similar
design into the sketch, which I integrated into
the ceremonial fabric around the neck.
I did not feel happy with either the design or gold
color and so modified it, creating the version
seen on the right. Although this resembled a
ruff (prominent in the sixteenth and seventeenth
centuries and, as such, not particularly original) I
decided to retain it for the time being.
I brought the two characters together at this
point to compare them and began working on
them together (Fig.06).
Taking inspiration from the ruff I began adding
segments around the neck, as well as adopting
the decorative buttons across the lower section
of the robe visible in the upper thumbnail in
Fig.05.
Once again the headwear was improvised
as opposed to being taken directly from any
thumbnail and went through a succession
of designs. It is safe to say that this aspect
proved difficult to resolve, as hinted at by the
modification on the left.
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Issue 089 May 2013
Chapter 03 Religious Leader
Costume Design
Although the characters were coming along
quite well, their presentation felt a little sterile.
Quite often I work with an array of brushes
including textured ones, but in this case I
worked mainly with the default Hard Round and
Elliptical brushes.
These are fine, but I find a moderate use of
texture helps enrich an image and helps add
life to the brush work. As a result I painted in a
vague background using a Chalk brush with the
Dual Brush preset enabled (Fig.07).
Another technique I use occasionally is to
overlay a photo to help break up the surface,
which in this instance was an image of concrete.
It was first color corrected and then set to Soft
Light.
I duplicated some of the texture into a new layer
and then set the blending mode to Color Dodge
at 79% opacity to create a reflective design
across the top of the section housing the jewel,
as well as the ceremonial staff (Fig.08). You
can see the difference when you compare the
previous two illustrations.
I decided that the second character lacked
contrast and was too brightly colored, and so by
way of Curves and a Hue/Saturation adjustment
layer, I darkened the robe and added some
was too long and so I brought the elbow up
further shading to the face (Fig.09).
marginally (Fig.10).
I revaluated the headwear on the first character
The final refinements incorporated some
and decided to make some modifications by
adjustment layers, namely Levels and Curves
tightening the width, as well as removing the
for the character in red, and Hue/Saturation and
lateral prongs which looked awkward. The other
www.2dartistmag.com
change I made was to the right arm, which
Curves for the other one.
page 56
Issue 089 May 2013
Costume Design Chapter 03 Religious Leader
The Curves adjustment was used to increase
the contrast on both of them, whilst Levels was
used to increase the saturation of the highlights
on the red costume. I used Hue/Saturation to do
the opposite on our second character, as well as
alter the color.
The final version can be seen here in Fig.11.
Richard Tilbury
Web: http://www.richardtilburyart.com
Email: ibex80@hotmail.com
www.2dartistmag.com
page 57
Issue 089 May 2013
modo image by Teodoru Badiu www.theodoru.com
Meet modo.
Wonderland | Ken Kaiser, Animator | Veronica Marino, Compositor | Phan Wiantrakoon, Animator | John Iskandar, Visual Effects Artist | Jacob Curtis Miller, Digital Artist | Geeta Basantani, Digital Matte Painter | Andrew Lawson, Charac
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en Sanders, Animator | Alfredo Luzardo, Layout Technical Director | Aaron Gilman, Character Animator | Jami Gigot, Texture Artist | Bioshock 2 | Jacob Palmer, Animator | Bobs Burgers | Tammy Dubinsky, Animator | Nathan Keane, Animat
ffects | Jake Biberdorf, Animation Supervisor | Coraline Brian Demoskoff, Animator | The Dark Knight | Gia Sadhwani, Digital Effects Artist | Freddy Chavez, DMR Compositor | Pietro Ponti, Lead CG Lighting Artist | Dead Rising 2 | Fredr
ass, Animator | Dead Space 2 | Wayne Gonsalves, Environment Art Lead | Despicable Me | Justine Codron, Lighter | District 9 | Neill Blomkamp, Director/Co-Writer | Shawn Walsh, Visual Effects Executive Producer | Samson Wong, Matchmo
rtist | Robert Bourgeault, Lighting Lead | Richard Sur, Lighting Technical Director | Paul Copeland, Visual Effects Artist | Julianna Kolakis, Creature Texture Painter | Jelmer Boskma, Modeler | James Stewart, Creature Supervisor | De
tevenson, Matchmove Lead | Drag Me to Hell | Thomas Schelesny, Visual Effects Supervisor | Dragon Age II | Nathan Zufelt, Senior Cinematic Animator | Family Guy | Michael Loya, Storyboard Artist Fast Five Rommel Shamoun, Composito
nthony Di Ninno, Animator | Fringe | Bob White, Visual Effects Artist | Scott Dewis, CGI Supervisor | Futurama | Claudia Keene, Prop Designer | Gears of War 2 | Scott Dossett, Senior Animator | Halo: Reach | David Helsby, Animator | Matth
urner, 3D Artist | Rajeev Nattam, 3D Artist | Happy Tree Friends | Brad Rau, Animator | Harry Potter and the Half-Blood Prince | Pietro Ponti, TD Generalist | Gia Sadhwani, Digital Effects Artist | Teh-wei Yeh, Lighting TD | Kieran Tether, Dig
rtist | Harry Mukhopadhyay, Lead Effects Technical Director | Harry Potter and the Deathly Hallows Part 1 | Henry South, Digital Artist | Horton Hears a Who! | Brent Wong, Lighting Technical Director | Arun Ram-Mohan, Lighting Techni
Director | How to Train Your Dragon | Tyson Erze, Visual Effects Artist | Jiyoung Lee, Texture Artist | Fredrik Nilsson, Animator | The Illusionist | Yann Tremblay, Senior Animator | Iron Man 2 | Teh-wei Yeh, Digital Artist | Stephen King, Anima
Simeon Bassett, CG Sequence Supervisor | Nicholas Markel, Previsualization Supervisor | Kieran Tether, Digital Artist | Joshua Herrig, Lead Lighting Artist/Look Dev Artist | Ben Sanders, Animator | Allen Holbrook, Animator | King of the H
Michael Loya, Director | LA Noire | Upinder Dhaliwal, Motion Capture Data Editor/Cinematics Editor | Legend of the Guardians: The Owls of GaHoole | Tim Rowlandson, Animator | Mars Needs Moms! | Shraga Weiss, Character Modeller | K
hantraine, Motion Capture Technical Director | Joel Pennington, Motion Capture Technical Director | Mass Effect 2 | Kolby Jukes, Principal Artist | Brian Sum, Concept Artist | Bartek Kujbida, Senior Cinematics Animator | Megamind | R
Naamani, Animator/Character Lead | ModNation Racers | Eric Gabas, Senior Environment Artist | Monsters vs. Aliens | Jiyoung Lee, Texture Artist | Night at the Museum: Battle of the Smithsonian | Nicholas Augello, Technical Animator | Ad
aniv, Animation Supervisor | Zeke Norton, Previsualization Supervisor | Rex Ahn, Pre-Visualization Lead | Joshua Herrig, Lead Lighter | Ben Sanders, Supervising Animator | Ai Saimoto, Lighting Lead | Percy Jackson & The Olympians: T
ightning Thief | Dave Mah, Animator | Ryan Lim, Concept & Creature Artist | Richard Sur, Lighting TD | Julien Stuart-Smith, Look Development | Jeffrey Burt, Lead Layout Artist | Piranha | Lon Molnar, Visual Effects Production Executiv
hristopher Buzon, Tracking/Lighting | The Princess and the Frog | Claudia Keene, Key Assistant Animator | Rango | Cedric Lo, Lead Animator | Scott Jones, Creature Lead | Kieran Tether, Digital Artist Red Dead Redemption Josh Lange, Sen
nimator Rio Graham Silva, Character Animator | Rock Band 3 | Mike Krentz, Artist | Scott Pilgrim vs. the World | Joel Meire, Animator | Shrek Forever After | Javier Solsona, Character Technical Director | Tom Piedmont, Rotoscoper | SpongeB
quarePants | Andrew Overtoom, Animation Director | Star Trek | Teh-wei Yeh, Digital Artist | Nicholas Markel, Previsualization Supervisor | Kieran Tether, Digital Artist | Aruna Inversin, Digital Compositor | Star Wars: The Clone Wars | KahJe
heong, Cloth Simulation Artist | Jim Hatibarua, Animator | Ivy Ho, Lighting Technical Director | Cedric Lo, Animation Supervisor | Brandon Chien-Chia Huang, Animator | Starcraft II: Wings of Liberty | Alvaro Buendia, Cinematic Artist | Suc
unch | Ben Dishart, Senior Surfacing Artist | Jeff Tetzlaff, Model/Texture Lead | Tuba Yalcin, Effects Technical Director | Jeffrey Burt, Lead Layout Artist | Ferda Guray Ayaokur, Track/Matchmove Artist | Tangled | Lino DiSalvo, Supervising Anima
WATCHED A
BLOCKBUSTER LATELY?
THEN YOU'VE SEEN THE WORK OF VFS ANIMATION & VISUAL EFFECTS GRADS
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ANIMATOR
ABEL VARGAS
GEOFFREY HANCOCK
ARTHUR LOBO
DIGITAL COMPOSITOR
ANIMATOR
THE TWILIGHT SAGA:
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PART 2
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SENIOR RIGGER
THE AMAZING
SPIDER-MAN
LIGHTING TECHNICAL DIRECTOR
CAMERA TECHNICAL DIRECTOR
CAMERA TECHNICAL DIRECTOR
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ANIMATOR
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COMPOSITOR
COMPOSITOR
JUANI GUIRALDES
TAMIR DIAB
SCOTT JONES
BORAE CHO
ARGO
THE HOBBIT:
AN UNEXPECTED
JOURNEY
LIGHTING TECHNICAL DIRECTOR
THE BOURNE LEGACY
ANIMATOR
EFFECTS ARTIST
ANIMATION SUPERVISOR
SENIOR ANIMATOR
JOHN WONG
JOSH LANGE
PREVISUALIZATION ARTIST
AMY LU
SENIOR ANIMATOR
SENIOR PAINT ARTIST
MOISES FLORES CABRERA
CESAR RODRIGUEZ BAUTISTA
PIETRO PONTI
CG SEQUENCE LEAD
KIERAN TETHER
LIGHTING TECHNICAL DIRECTOR
PROMETHEUS
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AARON GILMAN
ANIMATION SUPERVISOR
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JUNIOR COMPOSITOR
PIPELINE TECHNICAL DIRECTOR
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DIGITAL COMPOSITOR
ANIMATOR
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STEPHEN KING
SENIOR ANIMATOR
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ROTO ARTIST
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LOUIS COX
JAMIE BOWERS
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ADAM BRADLEY
DIGITAL ARTIST
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JOSE YAPOR
SENIOR DIGITAL PAINT ARTIST
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COMPOSITOR
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ROMMEL SHAMOUN
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MICHAEL PLOTNIKOV
PAINT/ROTO ARTIST
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obert Bourgeault, Lighting Lead | Ori Ben-Shabat, Compositor | Jacob Curtis Miller, Lighting Artist | Derek Stevenson, Matchmove Lead | Thor | Daphne De Jesus, Roto/Paint Artist | Anna Tonrungroj, Roto/Paint Artist | Eric Petey, Animat
CG STUDENT
nd Rigging Lead | Rex Fang, Animator | Kristin Sedore, Senior Lighter | Toy Story 3 | Daniel Holland, Sets Artist | Tristan Ikuta, Simulation & Effects Artist | Bill Watral, Additional Simulation & Effects Artist | Transformers: Dark of the Moo
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erguei Kalentchouk, Rigging Lead | Jooyong Lee, Roto/Paint Artist | TRON: Legacy | Craig Calvert, CG Supervisor | Brenda Li, Roto/Paint Artist | Jose Julian Karam Lopez, Digital Compositor | Christopher Ahrens, Lighting Artist | Alberto Lander
Digital Compositor | True Grit | Tom Piedmont, Roto/Paint Artist | Uncharted 2: Among Thieves | Mike Yosh, Lead Animator | Up | Bill Watral, Visual Effects Artist | WALL-E | Daniel Holland, Production Artist | Bill Watral, Effects Artist Mark Shir
ayout Artist | Warhammer 40,000: Dawn of War II | Nathan Hocken, Lead Animator | Ian Cumming, Senior Artist | Claire Roberts, Artist Christine Hubbard, Artist | Allan Dilks, Artist | Watchmen | Shawn Walsh, Visual Effects Supervisor | L
Molnar, Visual Effects Supervisor | Sean Lewkiw, Technical Head of 3D | Ty Duperron, Modeler | Pearl Hsu, 3D Artist Matthias Lowry, Digital Compositor | The Wolfman | Karin Mattsson, Animator | Joshua Herrig, Lighting Artist/Look Dev Ar
Zombieland | Mike Rhone, Visual Effects Artist to name a few. A small selection of VFS Animation & Visual Effects alumni credits include | 2012 | Zeke Norton, Previsualization Supervisor | Jamie Bowers, Texture Artist | Christine Peters
Digital Compositor | Anuj Patil, Senior Technical Director | Alice in Wonderland | Ken Kaiser, Animator | Veronica Marino, Compositor | Phan Wiantrakoon, Animator | John Iskandar, Visual Effects Artist | Jacob Curtis Miller, Digital Artist | Ge
asantani, Digital Matte Painter | Andrew Lawson, Character Animator | Assassins Creed: Brotherhood Zack Mathew, Animator | Wilson Mui, Team Lead Animation | Avatar | Michael Cozens, Lead Animator | Tamir Diab, Technical Directo
atrick Kalyn, Animator | Chrystia Siolkowsky, Motion Editor | Ben Sanders, Animator | Alfredo Luzardo, Layout Technical Director | Aaron Gilman, Character Animator | Jami Gigot, Texture Artist | Bioshock 2 | Jacob Palmer, Animator | Bo
2010, 2011
urgers | Tammy Dubinsky, Animator | Nathan Keane, Animation Effects | Jake Biberdorf, Animation Supervisor | Coraline Brian Demoskoff, Animator | The Dark Knight | Gia Sadhwani, Digital Effects Artist | Freddy Chavez, DMR Composit
ietro Ponti, Lead CG Lighting Artist | Dead Rising 2 | Fredrick Fass, Animator | Dead Space 2 | Wayne Gonsalves, Environment Art Lead | Despicable Me | Justine Codron, Lighter | District 9 | Neill Blomkamp, & 2012
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isual Effects Executive Producer | Samson Wong, Matchmove Artist | Robert Bourgeault, Lighting Lead | Richard Sur, Lighting Technical Director | Paul Copeland, Visual Effects Artist | Julianna Kolakis, Creature Texture Painter | Jelmer Boskm
Modeler | James Stewart, Creature Supervisor | Derek Stevenson, Matchmove Lead | Drag Me to Hell | Thomas Schelesny, Visual Effects Supervisor | Dragon Age II | Nathan Zufelt, Senior Cinematic Animator | Family Guy | Michael Lo
toryboard Artist Fast Five Rommel Shamoun, Compositor | Anthony Di Ninno, Animator | Fringe | Bob White, Visual Effects Artist | Scott Dewis, CGI Supervisor | Futurama | Claudia Keene, Prop Designer | Gears of War 2 | Scott Dossett, Sen
or Digital Paint Artist
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With the continual development of technology in video games and the wild, imaginative story lines of films, the possibilities of what concept artists are able to produce
become broader in detail and function. With strong silhouettes, recognizable color schemes and distinct proportions in anatomy, it is still important to know the basics of
animal and human anatomy when designing these creatures. In this three-part series, talented concept artist Vinod Rams demonstrates how to use human anatomy as a
basis for creature design, create a hybrid creature based on human and animal anatomy, and use real word examples as a reference for designing a creature from scratch.
Creature Anatomy Chapter 03 Creating Original Creatures
Chapter 03 Creating Original
Creatures
Software Used: Photoshop
When youre designing a creature from scratch,
its still important to reference things in the
real world. No matter how odd the creatures
anatomical traits are, they will still have some
visual cue relating them to something were all
familiar with. For designers like Wayne Barlowe,
who use really strange and abstract forms for
their creatures, sometimes its the movements,
behaviors or the coloration that is the real-world
reference, but its always there.
long and narrow, and have all the shapes get
I make sure to use heavy shapes to reinforce
bigger and wider as they culminate in his large
the creatures weight. I start to look at
After brainstorming what type of creature I
and heavy tail. I also want to make sure his
references of bears, sloths and bats (for the
want, I do a few roughs. This design is going
head has enough interest to be the main focus
head). I also decide I want his head and neck
to be unique because I already have a pretty
of the design. Another technique of creature
to be hairless, like a vulture again, Im using
good idea of what types of shapes I want in my
design is repeating certain shapes to create a
a real-world creature as an anatomy reference.
head. Its just a matter of designing it with some
new design. Having the creature have just two
I also have to remember that this guy will be
personality and locking down the smaller details.
big ears would have been fine, but duplicating
covered in shaggy fur, so areas like his crotch
I want this guy to have a large, lumbering body,
the ears so he has four is interesting enough
and legs will have a different shape at the end.
a big tail, a weird, hairless head and a sort of
that people will remember the design. Keeping
This sketch is showing off the anatomy, but you
silly, goofy demeanor. I reference aardvarks,
this duplication theme in mind, I give him two
should also be thinking of the shapes the fur will
koalas, bats, bears and, of course, humans.
thumbs; thats where the theme and rhythm of
be making, even at this early stage (Fig.03).
Sometimes its good to think about what kind
the design really shows itself (Fig.02).
Finally I start to mark in the fur. A note about
of world your creature fits into. I think this guy
would look perfectly at home in a Jim Henson
Here Im starting to establish the musculature.
drawing fur: fur follows the musculature, which
movie like Labyrinth (Fig.01)!
The overall anatomical features on this guy
means if you pay attention to the underlying
arent that different from any mammalian
anatomy you can direct which way the fur is
From the get go I want to establish a strong
creature, but its the blending of forms that
flowing. Keeping this in mind will avoid the
shape for this character. I want his head to be
makes the design work.
poofy look when detailing out your creature.
www.2dartistmag.com
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Issue 089 May 2013
Chapter 03 Creating Original Creatures
Creature Anatomy
Also, depending on the style of art you have,
you also have to keep in mind how detailed you
want to get with the rendering of the fur. You
can detail it all out, or just define it by shape.
When animators depict fur they use the shape
method, but if you were designing a creature for
a realistic game or film, you might want to put
in more detail. But just like with human hair you
never want to draw every strand; shapes are
always more important (Fig.04).
In the end Ive taken a pretty standard bipedal
mammalian-based body and added enough
variation and odd elements to create a unique
and interesting character. I think the odd-looking
head, strange hands and big fuzzy tail are what
people will be drawn to, find appealing and
memorable (Fig.05 06).
I hope these tutorials gave you a little bit of an
insight into my drawing and design process.
Visit my website and blog for more of my work!
Vinod Rams
Web: http://www.vinodrams.com/
Email: vinod@vinodrams.com
www.2dartistmag.com
page 62
Issue 089 May 2013
LayerPaint allows you to browse the gallery, interviews, news, tutorials and products all dedicated to 2D digital art. On top of that, we have
included a free custom brushes library that is available to all our LayerPaint audience.
We wish LayerPaint to be a definitive resource for digital painting, creating a friendly and educational environment that not only helps
budding and experienced CG artists alike, but also showcases some of the best computer generated artwork in the world.
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As always, it started with
some sketching to find the
right composition, where
parts would be placed
and what would enter the
frame.
French illustrator and digital painter Khasis Lieb
takes us through some of the finer processes
in painting his psychedelic portrait. This broad
overview is full of useful tips on everything from the
concept through to lighting.
Absinthe Making Of
Absinthe
Software Used: Photoshop
Introduction
For this image I had an imposed theme:
Absinthe. In France this beverage is well known
as la fe verte (the green fairy), I thought it
would be easy to do an actual green fairy.
So as a portrait lover, I couldnt resist making
a psychedelic portrait of an absinthe drinker. It
had been a long time since Id had the chance
to do a portrait, so I took this as an opportunity
to get back into it!
Sketch
It started with some sketching to find the right
composition, where parts would be placed and
what would enter the frame, etc. As I wanted to
do a portrait, I didnt want the viewer to be too
far from the subject, so I managed to keep the
face, and the hands holding the bottle and glass
in the frame, in a relatively natural way. I wanted
the viewer to feel close to the scene, as if the
man was at the same table as them (Fig.01).
For sketching I usually use the Photoshop brush
24, just tweaked to have the opacity sensible
to the pressure, and with a size of 3 4 px, to
have some variations in my strokes, and be able
to make forms quickly (Fig.02).
Blocking In
Once I was happy with the framing of the image,
I quickly blocked in the areas of lighting that
www.2dartistmag.com
page 65
Issue 089 May 2013
Making Of
Absinthe
I wanted. As I wanted to have multiple light
sources, to enhance the beverage, and the
expression of my subject, while keeping quite
a dark atmosphere, I ended up with a threelight setting in my mind. I like to think as a
photographer as I enjoy photography very much.
So I thought, Okay, Ill put a light under the
table and the glass (easier in a painting I think),
for the green to pop and to light the bottom of
the face. Then Ill put a classic light at the left of
the image, to reveal the right hand and the side
of the face. Finally Ill place a back light to make
the viewer see the hat, and the overall shape.
caricatures, I know the eyes are very important
this point I could continue working on the image
pieces for capturing likeness and expression
(Fig.03).
(Fig.04).
So now it was time for the multiple refining
I continued to refine the areas. I put less light
steps. I started with the face, to get the
in the eyes so they draw less attention, as I
expression right. I took many photo references
wanted the viewers eye to go to the bottle first.
of myself to get the right expression for the eyes
And as I work in 3D, I always find that the eyes
and mouth, etc. And I always had my mirror
are too damn bright; its really unnatural, and its
on my desk to look at details, expressions and
www.2dartistmag.com
deformations. From doing a lot of portraits and
And theres a funny thing to do with my ears! At
often these details that make a stunning 3D face
page 66
Issue 089 May 2013
Absinthe Making Of
less believable. So I didnt want to make that
mistake in this painting (Fig.05).
I refined the bottle again. As the work
progressed, I found myself really enjoying
making that glass bottle. With all the lights,
reflection and refraction, it became a real
challenge for me to make the glass realistic
(see the detail on the finished image at the end)
(Fig.06).
I added some levels to make it pop! It also
helped to separate the foreground (hands, glass
and bottle) from the background. The goal here
was to make the viewers eyes look at the areas
I chose, and to control their path. Its important
to make easily separable planes, to get a real
sense of depth (Fig.07).
I then tweaked the color balance a little to a
warmer green, as I thought it would help create
a warm, 1900s absinthe-drinking establishment.
I added some smoke behind to cement the
suggestion of the type of setting the image is
based in. Even in a character-centric portrait
like this, I think small details, even ones that
are almost hard to see, can make a piece more
believable to the viewer. To get a feeling that this
character is actually somewhere and what kind
of atmosphere the place holds (Fig.08).
www.2dartistmag.com
page 67
Issue 089 May 2013
Final Touches
Some final refinements and last tweaks were
made (Fig.09), and I was happy with my image.
I hope you found this interesting! I sure found
it super-interesting to write, to go back on
a creation, putting my workflow into words,
explaining why and what I did; a hard exercise,
but a really great way of understanding new
stuff.
Many thanks to 3DTotal for letting me do this;
Im really grateful for the opportunity.
Khasis Lieb
Email: lorenzruwwe@freenet.de
2.99
Cover image by Tudor Fat
Issue 093 May 2013
Andy Brning
3D Generalist Artist
at Vetor Zero
Adam Fisher
Freelance Character Artist
at Immersive Tech
The Japanese
Project Overview by Diego Querol
Gallery
Gallery - 10 of the best images
from around the world!
NEW!
- Scenes and Textures
This month Tudor Fat kicks off our all new ZBrush series with the creation of
his supurb alien creature in his comprehensive tutorial entitled The Engineer.
Control Panel Shaders
Luciano Iurino continues on with our Creating Realistic Shaders series, this
time focusing on the development of the control panel materials.
Vehicle Post-Production
Arturo Garcia (3ds Max) and Renato Gonzalez Aguilante (Maya) bring an
end to our Futurisitc Vehicles series by adding post-production in Photoshop.
Character Animation
Camilo Duarte Franco jumps straight in to chapter four of our Character
Animation series, this time animating our character taking a run and jump.
www.3dcreativemag.com
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Interviews
Donglu Yu
Articles
Sketchbook of Deni Medri
Tutorials
Heroes and Villains
Chapter 1: The Cursed Quill
by Richard Tilbury
Alien Worlds
Chapter 6: Rural Settlement
by Gerhard Mozsi
Costume Design
Chapter 4: Alchemist
by Andrey Pervukhin
Evolution
Chapter 1: Lack of Light/Subterranean
by Chase Toole
Making of
Underwater Realm by Lorenz Ruwwe
Galleries
another 10 of the best
Images from around
the world!
visit www.2dartistmag.com for
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exclusive making of by justin albers
www.2dartistmag.com
page 73
Issue 089 May 2013
Free Chapter
Digital Art Masters: Volume 7
Westbound
Software Used: Photoshop
Introduction
I created this piece for an art show my company
put on to showcase the personal projects of its
employees. I was very excited to participate and
happy that something like this could happen!
This was the perfect excuse to create imagery
that I loved and have it shown to a (hopefully)
willing audience.
The post-apocalyptic genre was the inspiration
behind this piece. Its my absolute favorite genre
to design for. I had this image floating around
in my head for a while; a group of survivors
who have joined together, who are all decked
out in old worn clothing and make-shift gear,
who wander the landscape in an old antique
robot looking for other survivors and resources.
Theyve stopped at a gas station in the desert
somewhere in previously contested territory, to
see if theres any fuel left in the pumps that they
might use to continue their journey, wherever it
ends up taking them.
Sketches
There definitely had to be a cool robot
somewhere in this piece and I decided to design
that first. For this particular design I didnt want
it to be a war-like looking mech. Instead it
should look like its main purpose is exploration
and discovery. I tried to achieve that feeling by
combining a submersible design with parts of
world theyve stumbled into. I also wanted
walking around it. Two main characters are
old 1950s and 1960s cars and trucks. Theres
to have an eccentric character in a scrappy-
cautiously making their way down the road in
a little bit of an old steam locomotive in there
looking tech suit decorated with a bunch of
the middle of the piece, with the gas station
too. Also I wanted it to be a little clunky and
random pieces hes scavenged; basically a junk
sign in the middle. A friend advised me to move
move like a large dinosaur lumbering across the
merchant sifting through the wreckage that the
the gas station sign over, since it was a vertical
desert. It should look a little like it is falling apart
crew keeps around because he sometimes finds
element that divided the piece in half (Fig.02).
and the pilot has done the best he can to fix it
valuable things.
with whatever parts he manages to scavenge
(Fig.01).
Once the elements were ironed out, I needed
The next step was to think about the
to complete a final drawing before I started
composition. I did several small thumbnails to
painting (Fig.03). The drawing itself is a
Next I thought about the characters and what
get started and asked myself, what did I want
little rough and ended up being a strange
sort of story I was trying to tell here. I knew
the main focus to be? Should it be the gas
abomination of a pencil and digital drawing, but I
I wanted one character pumping gas, so it
station, robot or the characters? In the end I
wanted to be sure that all the designs were well
made sense that the rest of the crew would
wanted the characters to lead the viewers eye
thought out so I knew what I was painting. After
be standing watch, surveying the landscape,
into the scene towards the focal point, which
checking my perspective and scale references I
looking for enemies, checking the radiation
would be the robot. In my mind I envisioned
was ready to move on to color.
levels and trying to figure out what part of the
a tiny gas station off to the side with the robot
www.2dartistmag.com
page 74
Issue 089 May 2013
Digital Art Masters: Volume 7 Free Chapter
Painting
that wasnt quite the look I was going for in this
would be lit, while the side would fade into cool
It was then time to choose a color palette. I did
particular piece (Fig.04 06).
shadow. The characters would be in shadow too
since theyre in the foreground, creating a focal
a few fast studies for color and lighting. Once
point around the robot (Fig.07).
again, in my mind, I pictured it to be either
After receiving some fantastic feedback from
early morning or dusk to get those really warm
my co-workers I settled on a scenario where
oranges and browns in the desert rocks, as
the foreground would be in shadow, the mid-
At this point I was feeling confident about how
well as the nice cool blues in the shadows. I
ground would be hit by late evening light and the
the piece was progressing so I began to tighten
also tried a stormy scene, with dark radiated
background would be in shadow with the tops of
the whole thing up, moving around the piece as
storm/ash clouds hovering in the distance, but
the mountains illuminated. The front of the mech
a whole and not being caught up for too long
www.2dartistmag.com
page 75
Issue 089 May 2013
Free Chapter
Digital Art Masters: Volume 7
in any particular area. I constantly added detail
It was suggested to me that by having the
the scene and leading the viewers eye into it
and then faded it back, catching myself ruining
characters in the middle of the image they cut
from that side. Adding to the story and history,
my lighting scenario. If I felt like I was losing
the piece in half and made the viewer feel like
I worked in a burned out husk of a battle mech,
detail, I went back in on a layer on top, re-drew
the painting was cropped in a strange way,
possibly from a rival faction (Fig.09).
certain areas and then rendered those out to
as though there was something important
be sure I wouldnt lose them. I usually stick to
happening off-screen that wasnt shown. This
I was satisfied with all of the overall shapes and
just a few brushes when Im working; one Hard
was something I had been fighting with for a
masses, and how everything was organized.
Round, one airbrush and maybe three or four
while, so I added some room to my canvas and
Now I just needed to continue to render out
textured brushes (Fig.08).
moved the characters over to the right, framing
the forms and sharpen the edges of the most
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Issue 089 May 2013
Digital Art Masters: Volume 7 Free Chapter
important elements. I filled in the details of
I finalized the shapes of the mountains, and
destroyed battle mech in the distance, to push
the gas station, indicating some items in the
tweaked their color and texture. Something was
those elements back a bit. After doing a few
windows and having them boarded up as if there
needed to illuminate the main guys face a bit
more slight color adjustments I was feeling
was a last stand/shoot-out there at some point.
to set him apart from the dark area around him,
content enough to call this one finished (for
I also added a cable/hose snaking in from the
so I added some light coming from the radiation
now). I enjoyed every step of creating this
right side, leading into the scene (Fig.10).
meter/Geiger counter hes holding (Fig.11).
painting and Im looking forward to seeing how
people react to it!
I finished rendering the robot, tightened up the
I cleaned up the edges of the robot, the
foreground elements, detailed the wrecked car
characters and some of the foreground
Justin Albers
and debris on the left side, and completed the
elements, and then added in some atmospheric
Web: http://www.justinalbers.com
rendering on the characters faces. In addition,
perspective on the mountains, as well as the
Email: albers.justin@gmail.com
www.2dartistmag.com
page 77
Issue 089 May 2013
Hardcover edition only available from www.3dtotal.com/shop
Now in its seventh year, the Digital Art Masters series presents another scintillating
collection of work from 50 world-class digital artists.
Over the last seven years, the Digital Art Masters series has brought together over
300 fantastic examples of the worlds best 2D and 3D digital art. Digital Art Masters:
Volume 7 continues this tradition by ushering in a new elite group of talented artists
whose images are sure to inspire and astound in equal measure. This book doesnt
just showcase beautiful art; it also offers up details of the creation process behind
each image, penned by the artists themselves, presenting a unique opportunity
for readers to follow in the footsteps of the masters. Covering topics ranging from
fantasy and characters to scenes and cartoons, Digital Art Masters: Volume 7 has
something for everyone and is sure to get those creative juices flowing.
Hardback - 21.6cm x 27.9cm | 288 Full Colour Premium Paper Pages | ISBN: 978-0-956881711-2
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Issue 089 May 2013