Documentos de Académico
Documentos de Profesional
Documentos de Cultura
Interview
Markus Lovadina
Articles
Sketchbook of
Sean Andrew Murray
In the final part of our
The Gallery Custom Brushes for
Dennis Chan, Characters series, Chase
Jordi Gonzalez, Toole paints this beautiful
plus more! Period Drama Girl.
Residential Architecture
Gerhard Mozsi brings us the second part of the Designing New Worlds
series, looking at the architecture of an alien planet.
The Seaport
Ignacio Bazan Lazcano concludes this two-part series, as he adds
color to his scene, and also talks about brush management.
Contents
“Everything you
need in order to
get better is out
there. You can
Editorial Contents
learn a lot just
by taking a walk
outside.”
Interview
I hope you all had a great Interview - Concept Artist
Markus Lovadina
Articles
Sketchbook of January and 2013 has been an
016 Sketchbook
Sean Andrew Murray
In the final part of our
The Gallery Custom Brushes for
this month’s magazine we have Creative director and freelance concept artist/illustrator Markus Lovadina takes the time to talk to us about his background
in art, the projects he has worked on, his influences and lots more in this month’s exciting interview!
This Issue Speeder March Issue 087 Deforestation April Issue 088 Personnel Carrier May Issue 089 Fire Truck
Brushes tutorial series. This tutorial series has seen our artists
demonstrate how to create an exciting variety of custom brushes,
054 The Seaport
Color/Brushes by Ignacio Bazan Lazcano
then use them to detail parts of a character. Chase rounds the
series off by demonstrating his use of custom brushes to paint a 064
W WORLDS
N E20%
DESIGNING
Custom Brushes for Characters
Spanish period drama girl.
A two part tutorial in which our talented artist demonstrates techniques and processes to paint and form the core structure to building a detailed scene.
Discount Code
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
Period Drama Girl by Chase Toole
“I consider lighting as one
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
Digital Art Masters: V7 of the most crucial aspects
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
Grab your exclusive 20% game or film. for getting a painting to
look authentic or realistic.”
“Kitchen Killer”
discount code at the end of
this tutorial!
072
Brand new in this issue, is the first part of our Off-World Vehicle Project overview by Aekkarat Sumutchaya
A custom brush can add that special texture or help speed up your workflow. You can use a combination of custom
“Arises”
designed, and then demonstrating how to create brushes to add areas of texture and detail.
080
given brief as if it was for the games industry, to demonstrate
Digital Art Masters: Volume 7 – Free Chapter
techniques used when creating a vehicle concept. Matt Tkocz
kicks things off with a cool speeder vehicle. 088 About Us
he took
and the
3DTotal.com Ltd information and contacts
h the steps
talks throug
tchaya
rat Sumu
g Of Aekka Kitchen
Killer.
’s Makin his image
month
In this create
he used to
techniques
We continue with the Designing New Worlds series, which Copyright © 1999-2012 3DTotal.com Ltd. All Rights reserved
This month we feature: Simon Weaner | Dennis Chan | Nicholas Hong | Hani Troudi | Douah Badr
Sergey Musin | Jordi Gonzalez | Mohammad Algalad | Fuad Ghaderi | Kazuhiro Oya
takes a comprehensive look at creating a world from a concept All products and websites created/published by 3DTotal.com Ltd including www.3dtotal.com,
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society, from the initial idea through to the finished image. In this
installment, Gerhard focuses on creating a residential landscape Editor Layout Content Proofing
for his world, concentrating on the mood and atmosphere, whilst Jess Serjent- Az Pishneshin Richard Tilbury Jo Hargreaves
Tipping Matthew Lewis Jess Serjent-
exploring how to use light to create drama.
Lead Designer Layla Khani Tipping Marketing
Chris Perrins Emma Handley
In other news, Ignacio Bazan Lazcano concludes his two-
part Seaport tutorial about how to draw a complex scene by Free Stuff!
discussing and demonstrating the use of color and digital painting; Wherever you see this symbol, click it to
we catch up with creative director and freelance concept artist download resources, extras & even movies!
Magazine!
Cover Image by Chase Toole
Interview
Markus Lovadina
Articles
Sketchbook of
Sean Andrew Murray
In the final part of our
The Gallery Custom Brushes for
Dennis Chan, Characters series, Chase
Jordi Gonzalez, Toole paints this beautiful
plus more! Period Drama Girl.
Residential Architecture
Gerhard Mozsi brings us the second part of the Designing New Worlds
series, looking at the architecture of an alien planet.
The Seaport
Ignacio Bazan Lazcano concludes this two-part series, as he adds
color to his scene, and also talks about brush management.
Artist at Harmonix Games in in art, the projects he has worked on, his influences and lots more in this month’s exciting interview!
on-site for studios in the USA,
Boston, MA. Later in 2013, Austria, Germany, Australia,
Sean plans on releasing his first and the UK. He studied
self-published illustrated book entitled: Gateway – traditional art at university before exchanging the
The Book of Wizards, which he successfully funded paintbrush for a Wacom, and now works primarily
through Kickstarter in May of 2012. in the digital medium. He has been working as a
http://www.seanandrewmurray.com concept artist and matte painter for film and games
development for the last years, and his work can be
sean@seanandrewmurray.com
seen on his website and blog.
“I think architecture can be
designed in the same way
that characters are. Buildings http://www.gerhardmozsi.com/
have personalities, stories,
and quirks, just like people.” contact@gerhardmozsi.com
Ignacio Chase
Bazan Lazcano Toole
Lives in the beautiful city of Chase Toole (aka tooled) is a
Buenos Aires where he has concept artist and freelance
been working for four years illustrator working out of
in the games industry as an Montreal Canada. Chase is
illustrator and concept artist. currently working on AAA titles
He currently works for TimeGate Studios where his with the immensely talented team at THQ Montreal.
tasks include developing the aesthetics of the game He enjoys storytelling and creating moody images,
from the beginning of the process. In the future he’d
D E S I G N Iand
N Gis always looking for inspiration in strange places
NEW WORLDS
like for Argentina to become well-known for its artistic and new experiences.
talent. chasetoole@gmail.com
http://www.ignaciobazanart.com/
i.bazanlazcano@gmail.com
A custom brush can add that special texture or help speed up your workflow. You can use a combination of custom
brushes to quickly add cracks, dirt and scratches to textures or images, or use them to paint an underlying texture such as
www.2dartistmag.com page 4
skin, cloth, leather and metal to a section of a painting. In this tutorial series our artists will show us how to create different
custom brushes to texture a character. This will involve them starting with a basic un-textured character that they have Issue 086 February 2013
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
designed, and then demonstrating how to create brushes to add areas of texture and detail.
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
Contributors “I consider lighting as one
of the most crucial aspects
Aekkarat for getting a painting to
Sumutchaya look authentic or realistic.”
Aekkarat Sumutchaya is
currently working as an Art
Director and also a co-founder
of ANIMANIA, an animation
studio located in Bangkok,
Thailand. Aekkarat is inspired by his lifestyle,
experimenting and by the environment. He then
layers these ideas with stories, personal opinions,
and wild imagination. Aekkarat hopes people will Would You Like To Contribute To 3DCreative
enjoy his work and get his message. Or 2DArtist Magazines?
http://aekkarat.blogspot.com/ We are always looking for tutorial artists, gallery submissions, potential
webang111@gmail.com interviewees, ‘making of’ writers, and more. For more information,
please send a link to your work to: jess@3dtotal.com
e
k and th
he too
e steps
s through th
lk
haya ta
Sumutc
Of Aekkarat en Killer.
g h
onth ’s Makin is im age Kitc
m h
In this create
used to
chn iques he
te
Creative director and freelance concept artist/illustrator Markus Lovadina takes the time to talk to us about his background
in art, the projects he has worked on, his influences and lots more in this month’s exciting interview!
Markus Lovadina Interview
Hello Markus, thanks for taking the time to
talk to 2DArtist! We are very familiar with
your work here, but for all those who aren’t
could you introduce yourself to our readers,
and tell us a bit about what you do and how
you got where you are today?
Hi there. First off – I have to say thanks! It’s
a big honor for me. My name is Markus aka
malo and currently I’m working as a creative art
director in the advertisement industry and as a
freelance concept artist/illustrator as well.
When you were just beginning, what helped what technique, colors and brushes are used, references – especially if the time frame and the
you the most in terms of a learning process etc. Analyzing is the key to getting better as an budget are pretty tight. But it’s a good and quick
and gaining experience? artist; at least for me. way to show the idea or concept to a client.
I began digital painting in the summer of 2011.
In the years before I put my hands on digital Can you take us through your typical work What is your favorite project you have
tools, I mostly worked traditionally, with pen and process? What tools do you use to get from worked on to date, and can you tell us about
paper, oil, acrylic and cans. So I already had a an idea to a professional, finished piece? any exciting projects you are working on at
bit of painting knowledge and due to my daily Of course, although there isn’t a typical process the moment?
business as a designer, I was pretty familiar with that I use. The process always depends on the There’s a bunch of projects I really enjoyed
Photoshop. image and what kind of look and mood I’d like working on it. If I have to pick one, I’d like
to achieve. Most of the time I start with blocking to name Stone Rage. It was one of the first
In the beginning I read and watched as many in rough shapes or pretty loose lines. Later on I projects in which I had to leave my comfort
tutorials as possible – mostly 3DTotal’s eBooks try to see “something” in it and start developing zone (landscapes) and paint characters and
and DVDs from Gnomon. It’s pretty interesting it further. Adding details and playing around with creatures. The whole game is set in a prehistoric
to see different techniques from different artists. colors will come in later. time and I had to paint animals and characters
Also the way they proceed is interesting and that fit that specific time. It was a huge learning
gives you a great insight into their painting The first thing I like to establish is the curve and fun. Regarding actual projects – I
process. On top of that it’s good to analyze composition and the mood. The rest is pure started some time ago with a personal project,
artworks that you like, looking for things like painting fun. Sometimes you have to work with called The Third Appearance. The whole project
started as a character design exercise. During book or graphic novel at the end of the project. can learn a lot just by taking a walk outside, and
the painting process a small story evolved and I Well, we’ll see! seeing how light is reflected by certain materials
have kept working on it since. The story is set in and how people act in different situations. Daily
the “now” and it’s about a virus that has infected Do you have any advice for anyone wanting life can be really inspiration and teach you a
a huge number of citizens. The infected citizens to pursue a career in the digital art industry? lot. Later on, try to bring that information onto
are going through a metamorphosis and turning It’s pretty hard for me to give advice in general. your canvas. For sure, a good understanding
into something creature-like, with tentacles, dark It always depends on what kind of genre you’d of anatomy, light, shadow and color theory
eyes, etc. like to work on. One of the most important things is absolutely necessary. The rest is practice,
is for your work to fit the style of the company practice and practice!
In the story you have two factions – the good you’d like to work for. Try to make a bunch of
ones (not infected) and the bad ones (infected). concepts/illustration based on that particular What are your major artistic influences? Are
Then you have what will happen between them. style and look, and then apply. there any particular artists, music or movies
To be honest I’m still developing the story as a that have inspired you?
whole. The downside is that I’m more used to On top of that: keep your eyes open. Everything Well, there are a lot! To name a few: everyday
images than words. I could see some sort of art you need in order to get better is out there. You life, nature and a huge variety of awesomely
Bridges are often the most interesting things in Huge, living machinery is a really interesting concept. This probably
a city. They don’t even have to be ornate; some- comes from a childhood fascination with trains and tractors. They seem
times it’s just the contrast of shapes that makes to growl and grumble like a monster does (Fig.06).
them stand out (Fig.05).
Acontius
Fuad Ghaderi
fuadghaderi@yahoo.com
(Right)
Robbery
Simon Weaner
http://simonweaner.daportfolio.com
simonweaner@gmail.com
(Below)
This Issue Speeder March Issue 087 Deforestation April Issue 088 Personnel Carrier May Issue 089 Fire Truck
Off World Vehicle Design Chapter 01 – Speeder
Chapter 01 – Speeder epiphany this time around either. Hoping to So I looked at my sketches and picked the bits
Software Used: Photoshop stumble upon something of value, I just started and pieces I thought had potential, and decided
sketching mindlessly. to do some sort of hot rod-inspired hover bike
Introduction with exposed engine parts.
My task for this concept was to design a I simply began to lay down shapes that I thought
fast and agile personal vehicle that was looked cool. I didn’t hesitate to let myself be I think it’s important to be able to pitch your
maneuverable across both land and water. inspired by whatever ridiculousness came to concept to someone in one sentence. It doesn’t
Since I have no real experience writing tutorials, mind. matter how ridiculous that pitch might sound,
I first had to figure out what I wanted to talk as long as it gets someone excited. If you can’t
about. I came to the conclusion that most In the first sketching stages I prefer to stick to simplify your concept into one line, you might
tutorials tend to discuss technique, rendering side views because this type of vehicle reads not have a concept at all, just a flashy image.
and Photoshop tools, but very few deal with the most clearly from the side, and drawing in
thought process when being presented with perspective is hard and I just didn’t want to deal Patience
a design problem. I’m going to focus more on with that. It’s difficult enough to come up with a Often I get carried away and find myself
my personal internal approach and the issues decent idea without having to struggle with fancy jumping ahead into rendering too early, without
I keep dealing with when struggling my way perspective drawings (Fig.01). having found a halfway decent design first. So
through the design process. I constantly remind myself to slow down and
Decisions take the time to tweak the design the best I
Getting Started I would say the most important step in the whole can in the early stages. I’ve found the best way
I don’t often have a clear idea where I want to design process is deciding on the direction that to counteract this impulse to jump ahead is to
take a given design brief right off the bat, and the concept is going to go in. A bad choice at stay away from any rendering tools as long
even if I did, the first idea is rarely the best. So this stage will lead to an eternity of pain and as possible. That’s why I prefer to sketch with
as expected, I was not blessed with a brilliant suffering! lines instead of shapes. It helps me to resist the
Context
Because nothing in the world exists isolated
on a white background, I tried to ground my
design in some kind of environment early on.
The chosen context would hopefully inform of your concept and therefore help to get it on top of your sketch, trying to fix its flaws and
further design decisions when it came to approved by your client (Fig.03). problems, and the next thing you know it looks
the composition, color and mood of the final nothing like your original sketch. All the initial
piece, as well as the vehicle itself. Having an Translation appeal is gone and all that’s left is rubbish.
environment was also going to help describe The step I find most difficult is taking my
what kind of vehicle it was without me having to scribbled sketch to the next level and nailing There is always going to be a certain amount of
explain everything. down the design. Because once you start disconnection between the first sketch and the
cleaning up your scribble to turn it into final design. The trick is to find a good balance
On top of that, putting your design in the context something usable, you run the risk of losing the of creating a thoughtful 3D form, while staying
of a full scene will aid the final presentation energy of your initial sketch. You start drawing true to the appeal of the original sketch.
Shapes
When attempting to translate a rough sketch
into a legit design, I was taught to deal with it
in abstract shapes first. By this I mean that I
try not to think about what it is I’m drawing, but Volumes If you don’t want to put permanent graphics
only about the shape it has. The goal is to find After I was happy (or at least satisfied) with the on your design solely to describe its form, you
a combination of strong graphic shapes that go graphic appearance of my design, I began to can always cast a shadow across a shape to
well together. define the 3D shape by introducing a basic light define its volume. This way you can describe the
source that I used to “sculpt” the volumes of my shape without altering the design of your object
At this stage I pretended I was designing a 2D design. permanently (Fig.05).
composition of abstract graphics and ignored
the fact that I was trying to design a vehicle (I Another invaluable tool to define the volumes Believability
would do the same with characters, props or is, again, graphics. Wrapping graphics across An important step in selling your design is
environments) (Fig.04). surfaces is a nice way to define its sections. to convince the audience that your concept
could be reality. The crazier your concept, the and make a list of everything you see. In my I don’t know anything about engines or cars
harder you will have to work to make it look case I was trying to design a futuristic hot rod. in general and although it would be nice to
believable. To accomplish this, all you have to So I looked at pictures of existing hot rods and know this, I thought I could get away with my
do to create a realistic image is include plenty wrote everything down. Flame decals, chrome ignorance by using a few photos of engines I
of recognizable, functional and informative parts, candy paint, exposed engine parts and so found online and placing them on my rendering.
detailing. Small things like fuel caps, turning on (Fig.07). Later I just painted back on top of the photos
signals, exhausts, intakes, rivets, decals, in an attempt to blend the photos into my work
instructions, material changes, etc., make all the Fortunately modern technology such as the (Fig.08).
difference (Fig.06). internet not only makes reference images
accessible to everyone, but it also gives us the Approval
The easiest thing to do is look at reference opportunity to use photography directly in our Sadly, all the work I’d done on this concept so
images of the type of vehicle you want to design work. far was only the very first step of the design
process. As of this point, my illustration was ability to present your concept in a way that will Orthographic
merely a pitch for a concept, waiting to become appeal to them can’t hurt either, be it sculpting, Let’s just imagine that a client approved my
a fully fleshed-out design one day in the future. painting, drawing, 3D modeling or tap-dancing. concept; this is where the tedious part begins.
But before that can happen, this pitch-illustration Luckily I was wise enough to paint my illustration
has to be approved by the client, art director, In my case I decided to make it look a little pretty much in side view. This way I was already
production designer or whoever it is that you’re painterly because many people seem to done with one of the three orthographic views. I
answering to. respond to that hand-crafted quality. But just needed to trace it with some line work and
whichever route you go, just make sure it’s then project the important “landmarks” of the
Now, in order to get the desired approval, you badass at the end (Fig.09). design over to the top view. I left the front view
must spend some time on the presentation
of the illustration to make sure the design is
displayed at its full potential. Depending on
whom you’re presenting your concept to and
what that person’s background and taste is,
you will have to pick a medium for your final
illustration. Some art directors like looking at
sketches and understand them well, others like
the look of painterly illustrations. There are also
a lot of people who prefer seeing photorealistic
3D renderings.
Matt Tkocz
Web: http://www.mattmatters.com/
Email: matt@mattmatters.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 02 – City/Residential Architecture
Chapter 02 – City/Residential
Architecture
Software Used: Photoshop
The Introduction
The focus of this tutorial will be on creating a
residential landscape for this fledgling world. As
you may recall, we are attempting to develop a
world where the time is similar to our present day,
but where a Mongol empire based on the hordes of
Genghis Khan now dominates the world.
although it remains a critical part of my process With this basic premise in mind, simple shapes are
This tutorial will examine how mood and and it’s a point worth reinforcing. used to get the image working (Fig.01).
atmosphere are used to help create a narrative.
Furthermore, the use of light will be explored The actual idea for the image, as one would The idea is to achieve a kind of harmony
and we shall look at how it can be harnessed expect, is critical. It’s easy to just start painting, but with shapes. Some prefer to simply use lines
to introduce greater interest and drama in your from my experience you just end up moving pixels (thumbnails), therefore being able to explore ideas
artwork. Whilst composition is a critical element, from one side of your canvas to the other. I like to with greater speed. This makes sense, as speed
this is something that will be explored in later have at least some kind of image in my head, quite or the ability to flow through ideas quickly helps to
tutorials. With this particular image I plan to literally, before I start painting. Research allows me stimulate the mind and excite you about the image.
incorporate the use of “light textures” in the painting to form this mental image in my head and gives me Though as I have a pretty clear idea I jump a step
to explore these ideas. some kind of direction when I begin to paint. This and go straight into shapes and rough painting
is particularly important when you’re on the job and (Fig.02).
The Concept have specific goals with tight deadlines, but then
What would this fictional world look like? How are again sometimes things just roll. The Palette
the cities or urban areas to be represented? A painting teacher once told me that a painting only
The Start really begins once the whole canvas is covered.
When beginning to develop the image, the first Let’s start with the idea. In this case I envision a There is much truth in that. Once the elements
step is to do a bit of research. I have spoken about relatively stark city, over-shadowed by a much are in place you are able to mould and refine the
this to some degree in the previous chapter; to larger structure. So I have the basic image, but no image. With our picture, the basic structure has
avoid repetition, I won’t cover the same ground, real idea about the palette or even the composition. been established with simple shapes. Whilst very
The Light
The light is where the real drama comes into
play; specifically it is how you nurture and direct
the drama within your work. The color palette
and the way you direct the light in your image will
determine the mood, as well as granting you scale
and depth; two critical features in any landscape
The idea is that atmosphere is present between soft brush. By introducing your background color Once we are in a position where we feel there is
you and the object and the more distance there in front of your buildings (in this case the central sufficient detail and content in the image, we can
is, the more atmosphere. This also applies to building) you are “pushing” it back into the distance. begin to play with the introduction of “light textures”.
scale – the larger the object, the more atmosphere. The same technique also applies to suggesting the The initial step is to select images that will provide
The technique is to paint in the atmosphere with a size of the image (Fig.09). the lights for our building (Fig.10).
This is done by simply choosing photos of a city Similar techniques can be used to introduce lens for what could be lacking in the image. It’s simply a
at night, preferably with a straight-on perspective. aberration and artifices into your image. The tool to add more flavor to your work.
Select Screen in the Layer mode dropdown menu process is as follows: select photos that display
and adjust the contrast of the same Screen layer said effects, and simply place them into your Finally after all your labors, it’s good to leave the
with either your Curves or Levels. Essentially you image and explore the various effect that different image to rest overnight and review it the next day.
want to retain the light detail and get rid of the black layer modes have. The most useful will generally If you’re happy with it after a good night’s rest, then
or dark values. be Soft Light, Overlay and Screen. It should be you know it’s finished (Fig.11).
remembered that the goal is to extract the light
Then place the texture in the chosen location. information and harmonize it with your image. Gerhard Mozsi
This technique can be applied to all aspects of Web: http://www.gerhardmozsi.com/
city lights, traffic, office lights, etc. It’s important Integration is the key; textures should not Email: contact@gerhardmozsi.com
to experiment with the placement and the photos overpower the overall picture. The introduction of
used, as it can have many serendipitous results! “light textures” should not be used to compensate
n g, pa n oram as
te s, set mode li
ction: clean p la b rat ion Tools
Texture Extra aly sis and Ca li
d Le ns G rid An
New Advance
youtube.com/SynthEyesHQ
Color
For illustrators, painting a picture is often the
hardest part of the work, as they are afraid of
ruining the drawing when coloring it. I always
say that the easiest thing is to learn how to color
and the most important thing is to learn how
to draw. Each element in nature has a default
color, which I will name “local”. Apples are red,
trees are green and brown, and the sky is blue
(Fig.01).
is red, it can also be green, purple, yellow and Once I finished the base color in a new layer,
orange in turn (Fig.02). I started painting the whole scene in Normal
mode. Using only my brush, with an opacity
To set the color, I took a photograph as a source setting of 75%, I started in the center of the
of inspiration, from which I extracted the base scene and began to work on the color of the
color of my drawing. Once I had more or less ship (Fig.04).
defined the light and shadow in black and white,
I created a new layer. In Overlay mode, I painted I decided to use a blue-gray color, as the
the entire canvas orange, as well as adding spacecraft was to be made out of shiny metal. Unlike many digital artists I usually prefer to
dark brown shadows to limit areas and generate For the used rusted pieces, orange was add color, as if it were a traditional painting.
contrast. I mutated the tones to a gray color by better. By mixing these colors (orange with the What I do is take the color I want from the color
reducing the color intensity setting on the layer blue-gray shiny metal) I got the desired effect palette and apply it directly onto the canvas
to an opacity of 78% (Fig.03). (Fig.05). without using any special filter or effect to
Digital Painting
For better handling of the color and to create
halftones for our digital painting, use the Color
Picker + Alt. Once we have established the
basis of color, in this case the gray blue metal
that covers the ship, we pick up the same color
with the Eyedropper tool. By using the brush
with the opacity at 70%, we will be able to do the
halftone color base, while we add new colors
and mix them with that basic color (Fig.09).
Brush Management
There are several ways to improve work by
creating your own brushes, intelligently using
their settings and not abusing the resources.
Intelligent Detailing
Finally, to display the image better, I recommend
detailing the most important issues. What would
be the most important? What we want to show,
what summarizes the idea or what generates
the greatest impact from afar. From this stage
I began to work zoomed in to 50 or 70 percent,
taking regular intervals to see the whole picture order and being aware of every step you take. In master of our work. It also gives us more
to avoid getting lost in the immensity of the a piece of this complexity it is necessary to take creative freedom and the opportunity to develop
details (Fig.15). breaks to criticize the picture and look for errors. our talents to the fullest.
To achieve a good end result many things It is important to study and practice a lot, Ignacio Bazan Lazcano
should be considered, especially maintaining because this allows us to eventually be the Email: i.bazanlazcano@gmail.com
www.thegnomonworkshop.com
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
nimator | Assassin’s Creed: Brotherhood Zack Mathew, Animator | Wilson Mui, Team Lead Animation | Avatar | Michael Cozens, Lead Animator | Tamir Diab, Technical Director | Patrick Kalyn, Animator | Chrystia Siolkowsky, Motion Edito
en Sanders, Animator | Alfredo Luzardo, Layout Technical Director | Aaron Gilman, Character Animator | Jami Gigot, Texture Artist | Bioshock 2 | Jacob Palmer, Animator | Bob’s Burgers | Tammy Dubinsky, Animator | Nathan Keane, Animat
WATCHED A
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
assé, 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
BLOCKBUSTER LATELY?
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 Ga’Hoole | 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
THEN YOU'VE SEEN THE WORK OF VFS ANIMATION & VISUAL EFFECTS GRADS
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
ANDREW LAWSON
THE TWILIGHT SAGA: SAPTARSHI CHAKRABORTY
COMPOSITOR
ANIMATOR
MIKE DHARNEY SENIOR ANIMATOR THE AMAZING SENIOR DIGITAL PAINT ARTIST
ADAM BRADLEY
JAMIE BOWERS
THE AVENGERS
TEXTURE ARTIST
ROTO ARTIST
SENIOR LIGHTING ARTIST
JUSTIN HAMMOND
CHRYSTIA SIOLKOWSKY ROTO ARTIST
THE HOBBIT:
ROTO ARTIST
ANIMATOR
JOHN WONG
COREY COATES
AN UNEXPECTED
COMPOSITOR
PREVISUALIZATION ARTIST
JOSH LANGE
JOSE JULIAN KARAM LOPEZ COMPOSITOR
Meet modo.
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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Kitchen Killer Making Of
Kitchen Killer
Software Used: Photoshop
Introduction
Sawasdee (“Hello” in Thai) guys! My name is
Aekkarat Sumachaya, and I’m an art director
and also co-founder of ANIMANIA, an animation
studio located in Bangkok, Thailand.
RB-5 is the head chef, responsible for all that RB-8 is a rodent bot. Usually we think of a rat in Let’s start at the beginning. I tend to think at the
goes on in the kitchen. His specialty is mincing, a restaurant as a dire threat. However, I tend to preparation stage that working on an image is
dicing and chopping with a cleaver knife, which see it as a balance of nature. A rat is looking for like solving a four-piece jigsaw puzzle. Every
is embedded in his left arm (Fig.02). two things: a place to live and food to eat. If they piece has its purpose and job to accomplish.
Without understanding the purpose of each
piece or element of the puzzle, the work
won’t be as effective and will be unable to
communicate as it needs to.
Articles
Sketchbook of Claudia Kleinheinz
Tutorials
Off World Vehicle Design
Chapter 2: Deforestation
by Ling Yun
Alien Worlds
Chapter 3: Vehicles/Transport
by Gerhard Mozsi
Costume Design
Chapter 1: Blacksmith
by David Munoz Velazquez
Creature Anatomy
Chapter 1: Exaggerating Human Anatomy
by Vinod Rams
Making of
Don’t Trash Your Dreams by Cyril Rolando
Galleries
another 10 of the best
Images from around
the world!
Introduction
As a Senior Concept Artist on Guildwars 2 I
spent my time on a variety of exciting projects.
The piece in this article was actually created for
the Guildwars 2 cinematic. Often when I wasn’t
designing props, architecture, or environments
I was tasked with creating paintings for the in-
game cinematics. The creation of Guildwars 2
in-game cinematics consists of a multi-layered
painting created by the concept artist which is
then shipped over to the cinematics team. The
cinematic team would then use their insane
motion-graphic skills to create basically moving
paintings. Creating the cinematic paintings can
prove difficult at times because you can never
flatten your image. You have to maintain a
large number of layers that can later be moved
around by the cinematics team. Any sort of color
adjustment, contrast tweak or layer mode has to
be applied to each individual layer.
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 world’s 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 doesn’t
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
Matthew Burke
CG Artist
Art Class
Project Overview
by Robert Craig
Gallery
Gallery - 10 of the best
images from around
the world!
NEW!
Back by popular demand and within the pages of this month’s 3DCreative we
start off our all new series of ZBrush Speed Sculpts. Daniel Bystedt kicks things
off with some handy hints about the creation of his fantastic Oger creature.
visit www.3dcreativemag.com
to see a full preview of the latest issue, subscription offers and
to purchase back issues.
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