2DArtist Issue 037 Jan09 HR
2DArtist Issue 037 Jan09 HR
2DArtist Issue 037 Jan09 HR
Tomasz
Jedruszek
This month we get to know freelance illustrator, Tomasz Jedruszek and discover why he left his
study of architecture to pursue a career in illustration!
Interviews
Tomasz Jedruszek & Jim Maxwell
Articles
Sketchbook of Justin Albers
Galleries
Yap Kun Rong, Andreas Rocha & Szymon Biernacki, plus more!
Tutorials
Speed Painting with Richard Tilbury & Justin Albers, plus more!
Making Ofs
Flower Concept by Soheil Danesh Eshraghi
Contents
Editorial
Happy New Year and welcome to
Issue 037 of 2DArtist magazine! Contents 001
Illustrator
expect from us this year. We’ll
soon be kicking off a brand new
series, created by Dwayne Vance
Jim Maxwell 023
great series we’d like to start this year is on 2D character creation – not This Month’s Finalists & Last Month’s Making Ofs
your everyday anatomy practice, but something with a little bit more ‘bite’.
So if you’re looking for a New Year’s resolution for 2009, then how about:
Understanding Composition 069
by Joel Carlo
practice painting (and buy a subscription to 2DArtist magazine)? (Worth a
shot, huh?! *winks*) If you buy now then you’ll be sorted for the entire year, Speed Painting 075
so have a read through this month’s issue and if you like what you see, why Justin Albers & Richard Tilbury
not invest in us for 2009?
OK sales speech over; let’s get back to the January issue – so what’s Space Painting 083
Transport: Part 7 – Capital Ships
in store? Well, we have two interviews this month – our first one with
freelance artist, Tomasz Jedruszek, who has worked for a variety of
big names – Fantasy Flight Games and White Wolf Publishing to name
Flower Concept 097
Project Overview by Soheil Danesh Eshraghi
a couple. We caught up with him for this month’s issue to find out a little
about what caused his career shift from architecture to illustration; check China Town 102
out his stunning portfolio on page 7. Our second artist interview is with Jim Digital Art Masters: V3 Free Chapter Promotion
Maxwell, matte painter and concept artist who has worked on some great
feature films of late – Mr & Mrs Smith and The Incredible Hulk being just About us
3DTotal.com Ltd Information & Contacts
105
two. So for a glimpse into the world of matte painting and concept art for
high profile projects, check out page 23.
Bringing the sketchbook back to you this month we have a great article for
Editor Layout Content Proofing
Lynette Clee Layla Khani Lynette Clee Jo Hargreaves
you from Justin Albers, who kindly gives us a sneak peek at the fantastic Matt Lewis Tom Greenway Lynette Clee
sketches that can be found in his “junkyard collection of ideas and designs” Lead Designer Richard Tilbury
Chris Perrins Marketing Chris Perrins
(page 35). You can also find Justin’s work gracing the tutorial pages in his Jo Hargreaves Jo Hargreaves
latest speed painting interpretation of the topic, ‘The approaching swarm
appeared biblical in scale and straight from a nightmare’. Check out page
Free Stuff!
75 for Justin’s take on the subject, alongside in-house artist, Richard
Wherever you see
Tilbury’s answer to this month’s brief.
this symbol, click it to
Our other tutorials have been created by Chee Ming Wong, who this
download resources,
month looks at capital ships as part of his in-depth look into space transport
extras and even movies!
design (page 83). And because we’re tutorial crazy here at 2DArtist, we
also asked Joel Carlo to create an article for us which takes us back to
basics on composition (page 69) – what better way to start the year than to
get a better understanding of one of the key components of image making?
Finally, to wrap up the teaching section of this issue, Soheil Danesh has
generously provided for you all a look at the creation of his beautiful Flower
Concept, on page 97. Enjoy!
Thanks for reading, enjoy the issue and catch you next month! Ed.
Magazine!
If you’re 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!
Contributing Artists
Each month, many artists from around the world contribute to 3DCreative
NCsoft.
& 2DArtist magazines. Here you can find out a little about them.
If you would like to be a part of 3DCreative or 2DArtist magazines, http://www.justinalbers.com/
please contact: [email protected] [email protected]
of his own digital art studio, Opus Artz, based in His brushes have slowly been dissolving in white
London. Previous work includes his role as Senior spirit since the late nineties & now his graphics
Concept Artist and Visual Lead for Infinity: The Quest tablet has become their successor. He still sketches
for Earth MMO 2009, plus numerous commercial regularly and balances his time between 2D and 3D,
http://www.opusartz.com http://www.richardtilburyart.com
[email protected] [email protected]
Joel
Carlo
A multimedia developer residing
out in Denver, Colorado. His
career as an artist has spanned
over the last 14 years and
includes work in both traditional
and digital media, web design, print, and motion
graphics for broadcasting. His client list is varied and
Would You Like To Contribute To ranges from commissioned work for small studio
3DCreative Or 2DArtist Magazines? projects to larger clients such as Future Publishing,
We are always looking for tutorial artists, gallery submissions, potential Burrows & Chapin, The Ayzenberg Group, NASCAR,
interviewees, ‘making of’ writers, and more. For more information, please Dodge, Toyota and Fox Television.
send a link to your work to: [email protected] http://www.joelcarlo.net / [email protected]
http://danesh.cgsociety.org/gallery/ http://www.ffilustracion.com
[email protected] [email protected]
Ruth Robert
Martinez L. Cron
Studied graphic design, Attended Carnegie Mellon
but always felt attracted to University in Pittsburgh, PA,
illustration and animation. where he received a BFA in
She’s currently working as a 2D scenic and costume design.
animator in the games industry, For the past 12 years he’s
and is happy to be working professionally in her been working as a professional costumer for film
hobby. She also pursues her passion for illustration and television projects, most notably for the last four
through the likes of the 2DArtist stylised challenges! seasons of NBC’s The West Wing. He’s recently
begun working as an illustrator for film, television and
commercials, and currently resides in Los Angeles,
http://ruth2m.com http://www.costumesketch.com
[email protected] [email protected]
our industry; I don’t care if an artist concentrates you cannot do anything else apart from that, I’m only using CS because I still can’t afford
on one particular subject which he likes if I can then you have real problem. Anyway, it would CS3, I wonder what surprises await me there?
tell he has some basic skill and knowledge in be just b-o-r-i-n-g if I had to (or could) paint only But being serious for a moment, PS has a lot of
that matter, otherwise he must paint something one subject, no matter how perfect it was. great aspects that have allowed me to speed
different. I’m just tired of “artists” who paint only up my work, keep clean and ordered layers and
fairies or girls - or even worse, those who paint What do you feel has been the biggest learning brushes, and get my work up to a new level of
the same person over and over again - is this curve during your career as a digital painter? quality.
a kind of obsession or just a lack of any other First would be the way I treat Photoshop. Once
models? In short: if you are a complete artist it it was just a tool, which used to disappoint me or Secondly I have discovered the gallery of Craig
should be no problem to jump from subject to simply broke. But now PS is the biggest friend Mullins, whose work shows in his own perfect
subject, your favourite one aside. If you are only in my work; we understand each other and I way what digital painting is (or should) be all
concerned with one subject, and worse still, if don’t need any other tool to finish a job. And about.
You mention Craig Mullins there, who of course has pushed these tools beyond that and actually a straight message: ”This is a new tool to create
is regarded as somewhat of a pioneer in his made that jump. His works are so digital that art - it is digital and that’s how it looks”.
field, but what exactly do you mean when you you cannot possibly copy that style with any
say his work shows,” what digital painting is (or traditional media. I don’t know if he is any sort Your gallery section is divided into numerous
should) be all about”? of pioneer, but I definitely saw that style for the categories, from 3D modelling to matte painting.
As you said “digital painting” is supposed to first time in his work and it was like a bright light Which discipline would you like to explore more
be a new kind of discipline in art, similar to a at the end of a tunnel, pointing me in the right and why?
jump from painting on cave walls to painting on direction – here was the correct definition of Because of my freelance assignments, ninety
a canvas with oils. Making digital painting look what a “digital painting was supposed to be. So percent of my work is simple freehand painting.
like “real” painting is easy; we have tools now it is no longer pretending anymore, like, “We are 3D fascinates me, but I am not skillful enough
that we can simulate most styles so closely that using oils but in a computer with a digital pen to risk working on a commercial project. I had a
nobody can tell if it is oil or digital. Now Craig which actually simulates a real brush”. It is now few job offers to work as a 3D or texture artist
Yes there are at least a few things which draw me into painting. First
would be life itself – it is so amazing. I can’t even find the words to express
the feeling. For example, my son was born a few days ago - I can stare at
him for hours and still cannot believe he is alive. He thinks (maybe not too
much at this age), feels, breaths, sleeps, cries most of the time [Laughs] ...
I mean that’s a miracle.
If we found a creature like that on the moon or Mars, our scientists would
piss their pants they would be so happy. What scares me most is that
people don’t see this wonder of life around them. On Earth it is just a
boy, but we kill thousands of men, women and children every day so
why we should care about just one? But that’s the whole point: once you
Tomasz Jedruszek
For more work by this artist please visit:
http://www.morano.pl/
Or contact them at:
[email protected]
Interviewed by: Richard Tilbury
Vancouver Film School alumni credits include Across the Universe Geeta Basantani, Digital Compositor Alias Scott Dewis, Visual
Effects Artist Ant Bully Ben Sanders, Character Animator | Rani Naamani, Animator | Ernesto Bottger, Character Animator AVP:
Alien Vs. Predator Shawn Walsh, Color & Lighting Technical Director Babel Luis Blackaller, Storyboard Artist | Lon Molnar,
Visual Effects Supervisor Battlestar Galactica Daniel Osaki, Lead Modeler | Megan Majewski, 3D Animator | Alec McClymont,
3D Artist Blizzard Entertainment Alvaro Buendia, Cinematic Artist Bolt Lino Di Salvo, Supervising Animator/Voice of
Vinnie Charlotte’s Web Aruna Inversin, Digital Compositor | Adam Yaniv, Character Animator | Tony Etienne, Lead Lighter
Kristin Sedore, Lighter Chicago Lon Molnar, Animation Supervisor The Chronicles of Narnia: The Lion, the Witch
and the Wardrobe Kristin Sedore, Lighter | Shawn Walsh, Lighter | Adam Yaniv, Character Animator The Chronicles
of Narnia: Prince Caspian Andreas Hikel, Pre-Visualization Artist | Christoph Schinko, Character Animator | Jami
Gigot, Senior Layout Artist Cloverfield Nicholas Markel, Pre-Visualization Supervisor Constantine Aruna Inversin,
Digital Compositor The Dark Knight Pietro Ponti, Lead CG Lighting Artist Dead Like Me Daniel Osaki, Visual
Effects Artist | Alec McClymont, 3D Artist Diablo III Alvaro Buendia, Cinematic Artist | Steven Chen, Cinematic
Artist Family Guy Michael Loya, Storyboard Artist Fantastic Four: Rise of the Silver Surfer Arun Ram-Mohan,
Lighting Technical Director | Shawn Walsh, Visual Effects Executive Producer | Jessica Alcorn, Compositor
Flags of our Fathers Aruna Inversin, Digital Compositor Gears of War (VG) Scott Dossett, Animator
The Godfather (VG) Kirk Chantraine, Motion Capture Specialist The Golden Compass Adam
Yaniv, Animator | Chad Moffitt, Animator | Thom Roberts, Animator | Ben Sanders, Animator
Andrew Lawson, Animator | Matthias Lowry, Visual Effects | Tony Etienne, Look Development
Justin Hammond, Lighter Pearl Hsu, Effects
Technical Director | Aruna
Compositor | Fion Mok,
Your name here. Inversin, Digital
Matchmove Artist
Hairspray Lon Molnar, Visual Effects Production Executive Halo 3 Bartek Kujbida, Character
Animator Happy Feet Ben Sanders, Character Animator | Thom Roberts, Character Animator
Harry Potter and the Prisoner of Azkaban Shawn Walsh, Color & Lighting Technical Director
Harry Potter and the Order of the Phoenix Pietro Ponti, Technical Director Harry Potter
and the Half-Blood Prince Harry Mukhopadhyay, Lead Effects Technical Director Hellboy Aruna
Inversin, Digital Compositor Hellboy II: The Golden Army Christoph Ammann, 3D Sequence
Supervisor Horton Hears a Who Arun Ram-Mohan, Lighting Technical Director | Brent Wong, Modeler
Hulk Geoff Richardson, Visual Effects Editor I, Robot Daniel Osaki, CGI Modeler | Megan Majewski,
Pre-Visualization Ice Age: The Meltdown Ben Sanders, Character Animator | Arun Ram-Mohan,
Lighting Technical Director The Incredible Hulk Shawn Walsh, Visual Effects Executive Producer
Tony Etienne, Look Development Lead Indiana Jones and the Kingdom of the Crystal Skull
Henri Tan, Creature Technical Director Iron Man Adam Marisett, Visual Effects Artist King Kong
Chad Moffitt, Senior Animator King of the Hill Michael Loya, Director Kingdom Hospital Daniel
Osaki, Visual Effects Artist | Megan Majewski, 3D Animator | Alec McClymont, 3D Artist Kingdom
of Heaven Shawn Walsh, Digital Compositor Letters from Iwo Jima Aruna Inversin, Digital
Compositor Live Free or Die Hard Jessica Alcorn, Compositor Lord of the Rings Trilogy Chad
Moffitt, Senior Animator Lost Scott Dewis, Visual Effects Artist Lucasfilm Animation Singapore
Sandro Di Segni, Senior Effects Technical Director/Lead Digital Artist | Ming Chang, Lighting Technical
Director | Adrian Ng Chee Wei, Character AnimatorSeema Gopalakrishnan, CG Software Developer
Mass Effect (VG) Sung-Hun (Ryan) Lim, 3D Modeler Matrix: Revolutions Aruna Inversin, Digital
Compositor | Shawn Walsh, Color & Lighting Technical Director Master & Commander: The Far Side of the
World Robert Bourgeault, CG Artist Metal Gear Solid 4 (VG) Josh Herrig, Artist | Yuta Shimizu, Artist The Mummy:
Tomb of the Dragon Emperor Aruna Inversin, Digital Compositor Night at the Museum Allen Holbrook,
Animator | Adam Yaniv, Character Animator | Chad Moffitt, Animator | Kristin Sedore, Lighter Persepolis
Marianne Lebel, Animator Pirates of the Caribbean: At World’s End Ben Sanders, Character Animator
Allen Holbrook, Animator | Aruna Inversin, Digital Compositor The Pirates Who Don’t Do Anything:
A VeggieTales Movie Mike Dharney, Animation Supervisor Reign of Fire Lino DiSalvo, Animator
Resident Evil: Extinction Joshua Herrig, Visual Effects Artist Robots Arun Ram-Mohan, Additional
Lighting Rome Teh-Wei Yeh, Matchmove Artist The Santa Clause 2 Aruna Inversin, Digital Compositor
Daniel Osaki, Visual Effects Artist Scarface (VG) Maya Zuckerman, Mocap 3D Generalist Shrek the
Third Rani Naamani, Animator Shrek the Third (VG) Samuel Tung, Technical Artist Sin City Michael
Cozens, Lead Animator Smallville Geeta Basantani, Lead Compositor Speed Racer Aruna Inversin,
Digital Compositor Star Wars Episode III: Revenge of the Sith Andrew Doucette, Character
Animator | Nicholas Markel, Pre-Visualization Star Wars: Knights of the Old Republic (VG) Arun
Ram-Mohan, 3D Artist | Jessica Mih, Level Artist Stargate SG-1 Aruna Inversin, Digital Compositing
Artist | Daniel Osaki, Visual Effects Artist | Shawn Walsh, Digital Effects Supervisor Stargate:
Atlantis Daniel Osaki, 3D Animator | Megan Majewski, 3D Animator | Alec McClymont, 3D
Artist Sweeney Todd: The Demon Barber of Fleet Street Jami Gigot, Concept
Artist Transformers Allen Holbrook, Animator | Henri Tan, Creature Technical Director
Jim Max
well is a
matte p
number ainter a
of featu nd conc
re films ept artis
recent b includin t who ha
lockbus g Mr. an s worke
ter, The d Mrs. S d on a
since ch In credible m it h , Lust Ca
ildhood Hulk. He ution an
and in th has love d the
“Matte p is interv d paintin
ainting is ie w he talks g and film
all abou to us ab
t paintin out why
g light, s he think
hadow, s,
and colo
ur”.
Interview Jim Maxwell
Working towards your goal in your spare time is extremely important too -
it gives you an edge over people who just “want” to do something. I think
with matte painting or anything creative it’s being active, producing work,
and spending time improving your skills that will be your best advantage
and serve you well in the future.
geometry and your last frame of geometry, and matte painting is lining up and not stretching can are sky replacements, and basic backgrounds,
then having to project your matte painting onto be a difficult but satisfying process. matte painters should be prepared to have
knowledge of 3D software and be able to create
a matte painting that moves like a regular scene
would with a camera trucking past.
Sci-fi/fantasy films, period pieces, war epics all alien landscapes and futuristic environments are shoot (camera lens, lighting info); setting up a
have their own sets of problems. On Ang Lee’s absolutely believable (even though they don’t 3D camera and blocking in rough geometry that
Lust, Caution, I got to work on matte paintings exist), so you can’t make excuses! [Laughs]. will match the practical shot (if you’ve received
of Shanghai in the 1930’s - there was a lot of scans of the footage); reading the script; and,
research and reference gathering to maintain When being presented with a brief for a matte on occasion, travelling to the film location shoot
the authenticity and consistency of that time painting, what are the typical stages that to take reference photos either during or after
period, and that can be very difficult when you go through from start to finish in order to filming has wrapped. Sometimes the production
you’re working with grainy photos from the 30’s complete the piece and are you ever provided company will ask for a style frame after a film
and you can’t determine whether something with location photography or high res reference shoot is completed.
is a mailbox or a telephone booth. But the film material?
looks quite believable when you’ve seen the Depending on the timeframe, sometimes you The style frame is like a concept painting that
footage beforehand and afterwards. The bar may have a week to acquire all your resources combines a frame of the footage, and is used as
is set very high these days in terms of realistic - this would include gathering image references; a key guide for lighting, palette, and placement.
digital matte paintings. There are films where doing research on the specifics of the location For instance, if you have a scene with actors in
Jim Maxwell
For more work by this artist please visit:
http://www.reviresco.info/
Or contact them at:
[email protected]
116 U
404 U
3D image
3D image created in modo by Luxology. Credit: created
Gelmi in modo
For more by Luxology.
information, Credit:
visit Gelmi
modo3D.com
TM
In this article, Justin Albers talks about what inspires him and shares his ideas and
sketches, from his random drawings, to his last Dominance War character
Sketchbook Justin Albers
For me, a sketchbook is a junkyard collection
of ideas and designs, thoughts and shapes,
inspirations and mindless scribbles. Most are
not so good and do not end up going anywhere,
but occasionally I’ll put something down that’s
worth further investment. I try to keep some sort
of sketchbook around wherever I happen to be.
Sometimes I’ll just get random images pop into
my head when I’m walking or driving or working,
or sometimes I’ll see interesting images or
patterns in water stains or oil spills that I might
be able to use later in some way.
in which the living quarters of the citizens are modular and act as a huge
transportation vehicle, taking its residents to the central technology core
of the city where everyone works, making cars and roads obsolete. It
sounds ridiculous but it was fun to draw.
And now back to robots. I really enjoy the contrast between detail and no
detail, positive and negative space, large shapes and small shapes, etc,
so Sketch.11 is me just sort of experimenting and practicing with those
ideas in mind … which turned into more robots.
Happy sketching!
Justin Albers
For more information please visit
http://www.justinalbers.com/
or contact
[email protected]
What a Shame
Sara Justesen
http://www.salizabeth.net/
[email protected]
The Challenge
Welcome to the Super Stylised Monthly
Challenge. Each month we will select an theme
and post some images in the Forum Thread
as reference. All you have to do is to create a
2D image in line with this theme in a stylised
/ abstract / cartoon style, whilst keeping your
image instantly recognisable. We wanted to
publish some content in 2DArtist Magazine on
how to create stylised images, such as you see
in the many feature films and cartoon galleries.
We thought this regular competition might bring
Richard G.D. Baker - The Antarctican Liran Szeiman - Liranz
[email protected] [email protected]
9th http://www.cirqus.com http://liransz.deviantart.com/
9th 8th
7th
Loris Marcuswelbey
Giuseppe Lacapra - Pepps
[email protected]
5th 5th
4th
Challenge Thread
The entire Butcher competition can be viewed
Here
Or contact: [email protected]
3rd Bstsk
Hi everyone, again! It was, as always, a
pleasure to participate in the stylised challenge.
Step 01
The creation process was the same for this
piece as for my last: I always try to follow a
sketch, adding volume and colour, all mixed up
with composition and the intention of keeping it
an interesting image. I started with the sketch,
searching for the best character I could get.
Since I didn’t have much time on the scarecrow,
I had to go for the skinny version, which was
one of my first ideas – but I guess it turned out
well enough (Fig.01).
Step 02
So I started colouring, trying to get a simple look and paying attention to
the weight of the colour and composition in the image (Fig.02).
The first step I usually take when colouring is to block out the sky and
ground; for the sky I tend to use a simple gradient, since it’s much better
for a cartoon – fast and clean. The ground I paint with different brushes,
depending on the style; this one was simple so I kept it that way.
Since most of the scarecrow was silhouetted against the sky, I painted it
with contrasting, warm colours and planned the shadows afterwards.
Step 03
With most of the main colours defined, I started refining and polishing to
increase the contrast and enrich the image. I positioned the sun to the left,
allowing the shadows I needed to add some dark tones in the scene. For
The most important part at this stage was making his smile smug enough
– since the character has no movement, except for the action line of the
pole, his expression had to do the trick!
Step 04
Being able to guess the final results of the character, I still wasn’t happy
enough with the image as a whole ... I imagined right from the beginning
that the viewer would be able to guess what had happened if I simply
showed some feathers (see Fig.03). However, I realised it was lacking
something, and so I decided to add the crows themselves – placing them
here and there, making the image a little more dynamic.
Robert L. Cron
For more work by this artist please visit:
http://www.costumesketch.com/
Or contact them at:
[email protected]
Step 1
When thinking about this topic, the first idea that
I had was to provide it with dynamism, because
scarecrows themselves are very static. I wanted
to draw a very frightening scarecrow, but one
that wasn’t frightening due to its look, but to the be at it’s feet at that particular moment. I also with the scarecrow as a fierce aspect against
circumstances at that moment. decided to used a low angle - the point of view the moonlight. But then I realised that crows
of the crows - because this way, the figure of don’t go out at night, and so I tried the same
What usually happens to me is that when I’m scarecrow came across as much more daunting lighting with a sunset instead. I think it was the
drawing a scene, I imagine a situation and I like (Fig.01). better choice because this way the darkness of
to think of it as a photograph that captures the the scarecrow stands out in the calm and light of
characters at that precise moment. With this Step 2 the sunset (Fig.03).
in mind, I chose to draw a gnawed, worn-out, Once I had my idea, I intended to draw it with
scarecrow on a somewhat broken piece of a pencil, because I like the texture of pencil What has had the most profound impact on
wood, pushed into that position due to a gusty on paper very much and I wanted to take the people who have seen this drawing has
wind and scaring the crows that happened to advantage of the pencil line, and later, colouring been the background because it seems to
it with Photoshop (Fig.02a). Afterwards, I be a watercolour. To achieve this, I chose a
realised that it seemed dirty and that is why I granulated brush with 30% opacity, and wet
change to a line made with Flash (Fig.02b), edges to provide different textures, and then,
which is clearer. I kept the pencil drawing to use with the smudge tool, I blurred the areas I liked.
later to give texture. Overlapping several layers I got a great variety
of colours and a gentle shift of shades from the
Step 3 sky to the clouds. I always use soft brushes for
The next stage was to paint the background. My large, blurred surfaces, and keep the hard ones
first intention was to show a nocturnal scene, to polish up final details and more definite areas.
Step 4
For the figure of the scarecrow I took advantage
of the gaps created by the Flash line to paint
by areas. I first applied a background colour
and later added details to define volumes (the from the horizon, to create a beam and give the Finally, I would like to thank everyone who voted
check shirt, lighting, the various planes of the arm a different, less saturated, shade and thus for me in this contest and I hope to be able to go
character). What seemed most important to me detaching it from the body (Fig.05). on taking part and learning from everyone else
was to give the drawing good lighting, so once out there. See you!
the colours had been selected, I took up defining Step 6
light and shadows areas (Fig.04). To finish the drawing, I polished some light and
shining details, defined dark areas to give it
Step 5 more contrast, added some blades of grass to Ruth Martinez
Once all the details of the drawing were finished, obtain more dynamism and added some parts For more work by this artist please visit:
I realised that closest and farthest planes such as the barn and the straw, which helped http://ruth2m.com
had yet to be marked out. I wanted to take to give me the sense of depth I wanted to reach Or contact them at:
advantage of the lighting of the sky coming up (Fig.06). [email protected]
In this article, Joel Carlo discusses the elements and principles of art
composition
Tutorial Understanding Composition
What Is Composition?
One of the most intriguing aspects in the realm
of visual arts would have to be the subject of
composition. Composition can be thought of
as the “glue” that effectively holds a piece of
artwork together. It is the manner in which an
artist chooses to combine elements of art that
inevitably create the very structure behind the
artwork as a whole.
Principles of Art in
Composition
As with almost any art form, a set of principles
exist which directly influence the overall effect it
has on its viewer. In art, there are eight essential
principles: movement, balance, harmony, unity,
rhythm, emphasis, variety and proportion. These
principles can be considered as a set of rules
or guidelines that govern the manner by which
every artist expresses their concepts or ideas,
as well as the type of impression that is left
through their work.
Point of View
The point of view in an image relates to the perceived position the viewer
is left with, depending on the perspective an image is framed in. Creative
use of this can directly influence the effect and impression an image has
on the viewer. For example, if you’re familiar with the terms “worm’s eye”
or “bird’s eye” views, this can help better illustrate the idea. When we refer
to “worm’s eye” view, the idea is to place the point of view in a position
where the viewer is left in a perceived point that is lower than the elements
surrounding them.
Rules of Composition
As with any art form, rules generally exist as a way to help an individual
learn to properly execute principles in order to achieve a certain aesthetic
in their work. In terms of composition, there are several rules that exist
which can help you do exactly that.
The first rule is the Rule of Thirds. This rule is probably the most well
known of all compositional rules and its objective is to either frame or draw
attention to certain aspects of an image by creating an imaginary grid that
divides an image into nine equal parts. This is done using two equally
spaced horizontal lines and two equally spaced vertical lines that create
intersecting points, which in turn can be used as guides to place elements
Joel Carlo
For more from this artist visit:
http://www.joelcarlo.net
Or contact:
[email protected]
Created In:
Adobe Photoshop
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 colours ancient ruins or a sacred-looking building way in
and texture brushes until I find something I like. the back that’s being threatened by this insect
The palette here is pretty tame, and at this point invasion, and then in the middle ground I want
I think I need to go much warmer (Fig.01). to show lots of sand. I’m toying around with
the idea of having a huge Egyptian monolithic
Step 2 structure in the background with sand pouring
I’m starting to scribble in some shapes and out of it, but while this seems pretty cool at first,
defining my composition. I know I’m going to it quickly starts to appear too busy. In addition,
want something in the foreground to denote I’m beginning to finalise the shape of the rocks
scale. I’m also going to want some sort of in the foreground (Fig.02).
Step 4
I’m starting to refine the composition, often
checking in the navigator window to be sure the
piece is reading properly. I’m happy with the
colour 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 colour 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 myself a few bug swarm layers and set the
that it’s by itself on a white background. Then opacities at different percentages to make some
I go to Edit > Define Brush Preset and name it appear further away. I combine these layers with
“scarab”. I go into the brushes tab and modify it; the original bug that I painted and copy them a
I check the Shape Dynamics and the Scattering few times to create the swarm (Fig.07).
tabs and adjust the sliders until it looks
somewhat like a natural swarm. I also alter the Step 8
Spacing in the Brush Tip Shape tab (Fig.06). I’m happy with the swarm but it doesn’t feel
nightmarish or biblical enough! It feels like a
Step 7 bright sunny day in the desert with a couple
I’m trying out the new brush I made. It works of annoying flies. To make this more exciting,
great and makes an easy bug swarm. I make I add more insects in the background so that
Justin Albers
For more from this artist visit:
http://www.justinalbers.com/
Or contact:
[email protected]
To help make the swarm more ominous I added of the sun, I extended it across the top of the painted in some extra trees and detail across
a shadow across the landscape and foreground picture and created a blanket effect. Swapping the fields to add more definition and tilted the
to convey its size and density. To enhance this the blue values for browns also helped (Fig.07). sentry slightly to match the perspective. Here is
and suggest it is big enough to block out part Using the same hard round airbrush I then the final image (Fig.08).
Richard Tilbury
For more from this artist visit:
http://www.richardtilburyart.com
Or contact:
[email protected]
II - Transport
Part 6: Spaceships - December 2008
Part 7: Capital Ships - January 2009
Part 8: Space Stations - February 2009
III - Environments
Part 9: Sci-fi Hangar - March 2009
Part 10: Space Battle - April 2009
Part 11: Mining the Asteroid Fields - May 2009
Part 12: Space Colonies - June 2009
Transport Part 7: Capital Ships Space Painting
Created In:
Photoshop
Overview
Continuing on our theme of futuristic space
transport, I have grouped together the large thumbprint, leave very few discerning details. of pancake and waffle-shaped crafts (Fig.02).
collection of ships that are able to carry The main thing to therefore observe is their Chances are, if they all had the same engine
groups and large numbers of inhabitants overall form and shape. It is with this issue in output, acceleration profile and manoeuvring
under the heading of “Capital Ships”. Current mind that I often want to label the design of – it would be a close photo finish if you had an
naval equivalents of these are termed (from spaceships as “sexy bricks” (Fig.01). imaginary drag race in space!
small to large) as frigates, destroyers, deep
space sensor arrays, mass troop transports, Design – Sexy Bricks The purist and scientist, however, may argue
battleships, massed array destroyers, multi- When you consider the look, feel and design of that waffle and pancake-shaped ships make
assault super destroyers, battleships, carrier, a very large spaceship there are a few useful for a large frontal profile, and thus may
fleet carriers and leviathan classed battleships. everyday considerations that can help translate meet greater incidental damage from micro
These terms roughly describe the range of and convey a sense of relativistic realism and meteorites, space debris, and so on ... which
militaristic space capital ships. The more aesthetic beauty. You could in essence look at means the turnips have a slim marginal
mercantile and non-militaristic class of space capital ships as a hybrid of U-boat, yacht, battle advantage (not to mention they are kind of more
vessels will be covered in the third instalment of tank, naval warship and bullet train, all mixed to aerodynamic, almost resembling a super food
the transport arm of this series. different extents and styles (e.g. industrialised torpedo!).
versus sleek organic Luigi Colani-esque). The
I: Grand Design: thing about space is: there is no real need However!
Construction of a Superstructure to consider atmospheric aerodynamics - in We are not in the business of designing sexy hot
To start the construction of something that is general. potatoes or flying toasters, no ... what we really
relatively quite large, we have to scale it down want are designer sushi rolls armed with slender
significantly in size. Large or small objects, One could string together a cluster of turnips on slithers of avocado and deep fried tempura!
when they are all scaled to the size of a a piece of string and race them against a group
Alright, bad food analogy, but the real point quarters, observation deck – all of these get 4. SOLIDIFACTION – This represents the
is about a compromise that sees a fusion of considered here pre-prototype before you complete your initial
real world industrial design functionality and 3. BULKING – Additional plating and armature design. The whole ship should look solid, well-
sufficient external packaging to appeal towards are added to the overall exoskeleton built and capable of performing its intended role
the aesthetic sensibilities.
no magnetic north or south, only the way if you are painting desaturated clouds in space. detail is the mark of a quality illustrator, and it
forward or stationary. For artistic purposes, it This process can be both satisfying and very is towards this goal that every artist strives by
would be convenient to use a one or two point time consuming. This stage actually took around spending a lifetime polishing and refining.
perspective. All notions of including a horizon four hours of laying out the values, painting in
are often nonexistent, and a string of stars faint glows and accentuating a few stars and 4. Capital Ship Design
to form a false horizon may often look more depicting a nearby galaxy cluster. Paradoxically, I stop the painting process to take
disconcerting than clever. time out to design the capital ships. What I liked
And here is the crux: Sometimes it does not about the rough forms of the initial greyscale is
3. Background pay to zoom on in and detail every nut and translated in essence onto markers and pens
With reference to Fig.10, we now make the bolt. Often there will be a trade off between (Fig.11).
transition to colour. In this instance, it is just as readability, fit for purpose and details. Focal
I use this opportunity to take the design as far
as I dare. And it is at this juncture I would like to
briefly talk about scale and panels:
Scale – In space, the size of a space vessel
may be hard to gauge. And thus, care should be
taken to block out segments. Generally, a large
vessel has more segmented shapes than a
solid, singular, small space transport. However,
when an object is large, its multiple segments
can often blur into panels.
5. The ships
The ships are brought back into the coloured
background and a few issues are immediately
apparent (Fig.12).
Firstly, the values and lighting are different from the original greyscale
background. To remedy this, you can use the following approaches
(relative to Fig.12):
1. The ships are on a separate layer, and set to luminosity
2. A duplicate copy is set onto multiply above
3. The overall forms are masked out and save to alpha channels
4. With the forms selected, I utilise the lasso tools to cut out various
panels and selections relative to each plane (for example, the top surface
of the main warship is selected, and faint washes of coloured grey are
applied in perspective)
6. Final Details
To bring it all together, the overall image is flattened and each respective
ship has the following applied to Fig.13:
1. Panels cut-out relative to nearby bright objects
2. Upper edge reflecting the red-orange highlights of the nearby galaxy
3. Bounced light applied to its lower edge or across a flat surface.
4. Overall colour determined by the local colour of its ambient
surroundings
5. Engine washes applied faintly towards the rear of each ship
6. Atmospheric perspective – I judiciously added a faint hint of dust
and pushed objects into the distance. In reality, this effect would not be
evident, and the nearby and far objects would be equally lit and provide
comparable luminosity.
7. Final image
In the final image, the vibrancy of the greens and blues are more
saturated. The far right warship is edited out of the final image, as its
overall shape is poor and distracting (Fig.14).
It was later in his prime and twilight years that his arts formed the crux of
our cornerstone of sci-fi and space art illustrations. In turn, his approach to
painting art has made a daily impression on the way I perceive space art.
For who else would consider painting space in hyper saturated blues, with
vessels painted in cream, shaded in sky blues and reflected in reds?
2. Directional Lighting
Subsequently, the canvas is expanded to incorporate a more traditional
portrait view (Fig.16). On the far left are some small thumbnail cutaways:
1. Top left – small thumbnail to assess overall form and composition
2. The bottom and mid left thumb – to depict the lighting issues; ideally,
the space yacht would have a sharper rim light as depicted by the small
thumbnail, but it is at this juncture that I am still undecided as to how
close/far the light source should be
5. Pyromaniacs:
The last aspect of the illustration is to add fire
and destruction, debris and explosions. On
the far left, we explore briefly the possibility of
a swarm of fighters shooting the vessel down
(overkill surely for a vessel that appears doomed
to fall) (Fig.20).
Conclusion
So, there you have it folks. We have taken you
though a relatively wide ranging topic, choosing
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Interviews
Chen Lin (wanbao)
Marek Okoń
Articles
Sketchbook of Chris Thunig
Wheelman Concept Art
Tutorials
NEW!
Vehicle Painting Series
by Dwayne Vance &
Hoi Mun Tham
Speed Painting:
“The size of the task ahead was
extremely daunting”
Galleries
10 of the Best images featuring
Created In:
Photoshop and Painter
Introduction
I created this illustration as a concept design
for “Baran”, a short 3D animation. The story is
about a girl that lives in a flower, and the theme
was slightly different from my previous work
and style, so it was a real challenge for me to
experience some new stuff.
the best way to tell the story. With this piece I made a sketch and then
redrew it, added some additional details and then made some changes in
Photoshop (Fig.01).
I always set the blending mode of the line art layer to multiply, and on
the lower layer I quickly applied some basic colours. I use dark colours
for the first step because I find it easier to control the tones one by one;
from darkest to lightest (I learned this style from Frank Frazetta’s works).
Using a brush with 100% opacity I find very exciting – it helps you to build
confidence in your painting abilities (Fig.02).
Adding Details
I preferred using a very simple round brush to make this illustration.
Details were added little by little and the rough colour blocks were
smoothed. This stage is really fun for me, but at the same time very
important. I find that every little detail taken care of at this stage can have
a huge impact on the overall feeling of the final image. As an example,
the positions of the mouth or the lines that form the eyes hugely define
the inner feelings of the little girl, who in this case is full of curiosity and
suspense. Any tiny deviations in her facial components could have ruined
the feeling I was after, at this crucial stage of the image’s development
(Fig.03).
Lighting
I considered two types of lighting for this
illustration. The ambient light inside the stem
was created using green tones, and the candle
light was achieved with a warm yellow palette.
Using a few complimentary colours enriches
your painting and can bring it away from a
on the girl’s forehead, or even the tiny light as Colour Balance, Hue and Saturation. In
particles in the air, I used the Dodge Tool (I this image, I used the Image > Adjustments >
did this with extra care and very low opacity) Variation option. I also added a little red and
(Fig.07). magenta (Fig.08).
For the final colour touches and grading of an I tried to place the different variations next to
image, I use the different image adjustment one another, and then selected the one which I
functions which Photoshop provides, such felt was most appropriate (Fig.09). As the final
“Chinatown”
by Gerhard Mozsi
The following shots of the “Chinatown” book pages are featured here in full-resolution and can be read by zooming in...
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