Thursday, October 10, 2013
Post-Apocalyptic Ice Age: Character and Environment Development 04
Hi guys,
Here's this week's labour. More clean, crisp and (hopefully) better design.
Edit: Looks like it's not Photoshop but actually Google making my dark tones extremely dark in the first image. :-/
Oh, and remember our call tomorrow, Friday, at 18.30/13.30/09.30! ;)
Life Drawing:
Saturday, October 5, 2013
Post Apocalyptic Env Design, Scene setup and quick color study
Friday, October 4, 2013
Thursday, October 3, 2013
Post-Apocalyptic Ice Age: Character and Environment Development 03
Wednesday, October 2, 2013
Notes from Portrait and Environment Demo
Hi guys,
Here are a few pointers I wrote down from last night's demo on environment design or composition:
And here are my notes from the portrait demo last week:
Jim, I guess you can just edit this post if I got something wrong or if my notes don't make sense to anyone but me. :)
Here are a few pointers I wrote down from last night's demo on environment design or composition:
- The first decision to make when starting your piece is where to place the horizon line
- Also, establish a perspective grid that you keep on a separate layer set to low opacity
- It's a good approach to work your way from the back to the front (e.g. starting with the sky and working your way through the middle ground environment to the foreground figures)
- You can build up your scene by working in silhouettes at first and then adding detail on top through clipping masks (as with the approach for character design)
- Always go loose at first and add detail later
- Make sure to establish a sense of depth by breaking up the space
- Hint at perspective through lines in painting here and there (e.g. put horizontal lines/elements close to horizon line)
- Perspective can be used as part of the construction lines in the composition
- Work in layers for easy adjustment of elements
- The more in-frame a character is, the more prominent he seems
- In a representational illustration, exaggerate the drama/atmosphere to create more interest even if it's not entirely true to the story
- It's a good idea to start from a grey bg since pure white/black is distracting
- Take bits and pieces from different references and compose together in a new combination. Decide ahead which you're gonna use
- Start very loose and energetic. Hint at general/generic anatomical proportions without getting into detail
- Build a silhouette at low opacity (use standard brush with shape dynamics)
- Go with a softer brush with a little texture and start detailing a little bit. Sill building up slowly and consistently across the whole form
- Start thinking about light. Eye sockets, nose, mouth, forehead, temples, cheekbones, neck
- Build in more detail. Possibly use clipping masks
- Work everything together. Build up simultaneously across entire form
- Last step: Final detailing. Finishing touches
- Keep good organised reference
- Start loose and build up slowly and consistently
- Don't erase in the early stages
- Pay attention to thickness of eye lids through light and cast shadow on eye ball
- Don't put too much detail/attention on ears
- Rim light helps round the surface
Jim, I guess you can just edit this post if I got something wrong or if my notes don't make sense to anyone but me. :)
Tuesday, October 1, 2013
Fur Texture Brushes
Hey guys,
I found this great pack of texture brushes for fur, feathers and scales here. It's for Photoshop, but there are some files for Gimp in there too.
I found this great pack of texture brushes for fur, feathers and scales here. It's for Photoshop, but there are some files for Gimp in there too.
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