Showing posts with label characters. Show all posts
Showing posts with label characters. Show all posts
Monday, February 11, 2013
Sake Drinking Ronin
Been a while since I've drawn anything so I felt the need to bust out something just for fun. A ronin that took a little less than an hour? I painted the face in a little bit but then got tired of it. Shades of Toshiro Mifune, though I didn't start out with him in mind.
The signature on the lower right is something I wanted to try out. It's my last name spelled in Korean, though I've sure my handwriting must look atrocious. I wrestled with the idea of signing my name in Korean, but the truth is I'm not clever enough to really come up with anything original, so I'll happily appropriate another culture's writing for now.
Tuesday, December 11, 2012
Duros Smuggler
It's been a while since I've drawn anything just for fun, so decided to do this Star Wars themed drawing today, of a Duros Smuggler. Didn't want to think too much about costume design, so I copied the jumpsuit seen on Wookiepedia, but decided to give this dude some vintage flair by giving him a bomber jacket.
Thursday, October 25, 2012
Sneak Peek
Can't really talk about this yet, but wanted to show you a little thing I've been working on every now and then.
Wednesday, June 6, 2012
Daidoji Tametaka Final
In the meantime here's a little tutorial based on the critiques I was given on a previous version of this piece:
- I thought I was being clever by having a circular composition for the piece. I was told that this was a mistake however, because what I was really doing was creating an infinite circle for a composition wherein the viewer's eye would never rest on anything. Or if it did it would rest in that awkward spot between the based of the tree and the samurai's sword, which is kind of a boring spot to rest your eyes on. To fix this I repositioned the samurai and the tree such that the eye could start from the tree top then swing around to the samurai's face and stop there, which is what I want since I spent a lot of time on that face. :P
- One person made mention that the tree in the original piece looked rather awkward in that it had no dimensions, like it was just the perfect profile view of the tree. To remedy that I introduced some more branching and tried to control the lights and darks to suggest more volume to the tree. One commenter also suggested that I introduce some atmospheric perspective on the tree to push it backwards a little bit and give the piece more dimension. I did that ever so slightly, and now I worry that it's not noticeable enough.
- The last critique I'd like to mention also pertains to the tree. In the original piece the thickness of the tree truck towards the bottom becomes quite pronounced, making it seem like the ground is very much near the bottom of the artwork. This is a problem because tonally the samurai and the tree seem to be in the same visual plane, meaning the samurai either has really short legs, or the tree is floating. The critiquer, Tinybird of the conceptart.org forums made this funny and useful image to help explain the problem. He was absolutely right. This happened because I was using a Bonsai tree as a reference , and unthinkingly copied the general shape of the tree without considering how it would look when it extends outside the frame.
Well that wraps it up for this post. Hope you found reading about all of my mistakes useful! It's interesting how most of my issues had to do with the tree. I still have trouble with foliage, so maybe that's something to focus on when I'm sketching outside.
Thursday, May 31, 2012
Daidoji Tametaka WIP
Sneak preview of my latest L5R remake, Daidoji Tametaka. I don't actually play L5R, but after doing some reading about the clans, I think I'd totally be a Crane Clan kinda guy.
Tuesday, May 8, 2012
Inkwell Ideas' Monster Stand-Ins
Wednesday, April 4, 2012
Drow Sketches
Just a couple of sketches for a Drow warrior, for the Monster Stand-In series. Been a bit busy lately so I haven't been updating as much, but I'll try to update more regularly soon!
Friday, March 23, 2012
Lich WIP
Delving further into the Lich. This is based on the fourth sketch from this lineup. I took inspiration from Egyptian priests when doing the original sketch, but as I progressed on with the final image I felt something was lacking. with his design. To spice things up a bit, I took the curved edges of his hat and turned that into a motif that repeats across his armor.
Wednesday, March 14, 2012
Lich Sketches
These are thumbnails for a Lich. Liches are undead creatures formed when powerful people magically bind their souls to an item in order to ensure their immortality. Said immortality doesn't affect the aging process however, so they all eventually end up looking like your random zombie/skeleton dude, except with some pimping armor and weapons.
It was incredibly fun doing these thumbnails, something that I choose not to do sometimes because of time constraints. It also makes sure you only put out your best work, because a lot of the really awful and unoriginal stuff gets left behind in the sketchbook. I can't say I'll be very rigid about doing thumbnails for all of my future work, but it's something to keep in mind.
Tuesday, January 24, 2012
On Being an Artist
Thought I'd throw in a WIP of the Elemental I'm working on. It's the last you'll see of it till it's published, but I'm pretty much satisfied with it as it is. I'll probably try to modify the trees on his back since they don't really integrate very well with his body.
Mostly I wanted to write a quick post about a conversation I had with my friend Caroline Dy, on our shared issues being artists. Lots of people see being an artist as a great job. tons of fun, this drawing stuff. And while it is indeed a blessing to have such a creative job pay my bills, there are many days when we both wish we could do something that just involved more manual labor. Thinking is hard, especially so when you're tasked with keeping the artistic identity of an IP in sync, which is what Carol has been doing as an art director for Boomzap. It's often much easier to have someone art directing you, pointing out your mistakes and giving advice on how to solve problems, than actually having to art direct yourself. It's a burden that many commercial artists struggle with.
It's interesting that we're also both thinking about younger, better, faster artists than us. People don't tell you this when you embark on an artistic career, that you'll be living an entire life trying learning how to be a better artist in order to keep yourself in front of the pack. The process can be very rewarding but it's also exhausting, and it's hard to tell when you should rest and when you should keep going. I've had friends thinking of switching careers into some arts or design related, since that's really fashionable these days, and I tell them not to be ridiculous. It's not all fun and games, art. There's a lot of hard work that's hidden behind the most beautiful artworks, and the saddest thing to me is that I honestly feel like most of this work has little to no benefit to society.
But even as I fantasize about being a railroad engineer or an urban planner (yes, my fantasies, contrary to the work I create, are quite banal) I wonder if I could ever truly be happy doing anything but this.
Friday, January 20, 2012
Earth Elemental Studies Using Silhouettes
I recently got a commission to paint an Earth Elemental, giving me a bit of a break from working on in-game sprites for Prison Architect and the soon to be announced personal game. At a sale in Fully Booked a couple of weeks ago I bought The Skillful Huntsman: Visual Development of a Grimm Tale at Art Center College of Design
One of the methods they use while designing characters is to create silhouettes as thumbnails and then fill in the silhouettes with different details. Now I've always been vaguely aware of the idea of using silhouettes to design characters, but there's something about the very plain manner they explain it in the book (with visual samples) that unlocked something in my head.
So after a couple dozen thumbnails I decided on three different silhouettes that I like, then made three different concepts using each silhouette, It's a really fun exercise and you'd be surprised how much variation you can come up with. This sample is rather easy, since as an Earth Elemental I don't really need to design clothing for it, but I'm eager to try it out on human characters soon.
If you're interested in checking out or buying the book, please do click on the link below, since I will get a small commission from Amazon if you do so. Thanks!
Thursday, November 3, 2011
David Gemmell's "Legend" Mockup Cover
Friday, September 30, 2011
Character of the Week # 258 : Chess Knight
This is my final entry for last week's Character of the Week Challenge. Actually "entry" isn't quite right because I didn't manage to finish on time, meaning I wasn't able to submit this for voting. It's hard to appreciate the detail in this one without seeing it larger, so click on the image to zoom in. I've also included a close up of the face below. I think I'm going to call it quite on these weekly challenges for now. They're just a little too stressful and time-consuming now that I'm working on game projects again.

I haven't given up my illustration dreams though, and I'll continue learning and working on my illustration skills over the next few months. I'm actually going to set some goals publicly in the hopes that it'll both force me to commit to working on my skills and also to help others who are interested in getting into the illustration biz by learning from both my successes and failures. Boy am I going to regret this.
Saturday, September 24, 2011
Character of the Week # 258 : Chess (Pieces) WIP3
Here's an inset of how far I've gotten into this image because I think a lot of detail is lost when resizing to fit the blog. To the left you can see the palette I use to pick out colors when I'm using an overlay layer to color in the monochrome image. Once I'm happy with the basic colors and flatten the image I'll end up picking colors from the image itself, but in the meantime this gives me a ready color scheme to draw from. One of the weaknesses of this design is that the armor is rather boring looking, so I try to remedy that with some armor accents. I try to keep these minimal since this is theoretically "battle" armor, so I use simple geometric shapes, basically stylized L-shapes to tie the character back to the knight chess piece.
Friday, September 23, 2011
Character of the Week # 258 : Chess (Pieces) WIP2
Quick update here. Rendering's starting to feel pretty good, laid down a simple chess backdrop so he doesn't look like he's floating in the air. Except he does look like he's floating in the air, so maybe I have to fix that. More (coherence) soon.
Wednesday, September 21, 2011
Character of the Week # 258 : Chess (Pieces) WIP
After recuperating from the breakneck pace of weekly challenges (after the kangazelle I worked on a piece that I didn't finish) I started again this Saturday with the character of the week. While the past few weeks felt like me flailing about artistically, I wanted my next pieces to have a little more focus. On this particular artwork and likely on the next few that I do I will ignore the backgrounds almost completely. A good background is important in any illustration but I noticed in a lot of concept art, especially that dealing with character or creature design, the background can be minimal to none since the focus is on the design of the character or creature and not illustration (ie telling a complete story via an image). At some point in the future I will certainly spend time specifically working on backgrounds/environments. For now I want to focus on designing and rendering good looking characters.
Anyway, this week's creature of the week challenge on conceptart.org is to design a character out of a chess piece of your choice. I chose a knight since it was conceptually pretty easy. I'd already wanted to draw a Tikbalang at some point in the future and though this knight looks nothing like the idea I had in my head, it will at least help me familiarize myself with fantastical Tikbalang anatomy. The image up top shows the design I ended up with, after spending time thumbnailing (my thumbnails look horrid so I will almost never post them here :P). The horse knight's wearing relatively light armor since his focus is on speed and being able to flank his enemy (hence the L-shape of the knight's attack pattern in chess). Since he's a knight I gave him a lance and a special shield that he uses to help prop up the lance. The shield also comes with a long knife attached to it in the back since the lance will splinter upon impact and he'll need a backup weapon to fend enemies off till he or his squire gets another lance.
Wednesday, August 31, 2011
Character of the Week # 258 : Alchemist Gunslinger
As the month closes so does the past 3 weeks or so of intense art re-education by way of the conceptart.org videos. It’s been immensely gratifying though very stressful as well. Hell, I’m stressed out just looking at this piece. There’s lots to like about it but there’s also lots to hate, and at some point in the future I’m planning on a full blown self critique. That critique will have to wait till I'm finally done with this site though!
Tuesday, August 23, 2011
Character of the Week # 257 : The ultimate police riot controller
Wednesday, August 10, 2011
Character of the Week # 255 : Eye-Gouger the Orc
These “of the week” challenges are really draining me, but I have to admit I’m addicted to the rush of finishing an artwork every week and there’s no better way to push yourself to improve. This week I took on a character instead of a creature, and the brief was as follows:
Eye-Gouger is the name of the most ferocious and savage Orc warboss of all the Orcs. Driven by his horrible blood-lust, he Wreaks havoc and destruction where ever he leads his endless horde of Orcs and War machinery. He is not known for his patience, forgiveness or mercy, and does not think twice even to kill an Orc of his own clan. Eye-Gouger reputation is all but clean, he kills the cowards, eats human babies and kicks cats. He also has a horrible habit of gouging the eyes of unloyal or unlucky servants of his, hence the name.
Designing for Video Game:
This week’s design is aimed at a video game character. Whilst that should not limit your design, we would like you to consider how to bring this character out to suit a video game of the style of your choosing.
This week’s design is aimed at a video game character. Whilst that should not limit your design, we would like you to consider how to bring this character out to suit a video game of the style of your choosing.
A lot of the orcs that were created for this challenge were your rather typical monstrous, hulking orc, but one of the gesture thumbnails I made for this led me to designing an orc that was cunning, clever, and ultimately twisted instead of just a hulking brute. You can see that thumbnail above, as well as the rushed character sheet I made to comply with the rules. I thought this piece turned out well, and I may, if I have time, go into the process of creating it with a little more depth if I can ever muster up the energy. I’m rather disappointed that I didn’t quite manage to retain the energy of the sketchy thumbnails. Even looking at it now the 1 minute sketch has more drama in it than the final piece. I also failed to really think about the orcas a video game character, though I made some offhand remark about games in my description of the character to compensate:
The first of many failures in a series of experiments in orc-human relations, eye-gouger’s tribe was betrayed by the orc agent upon whom they were dependent upon for rations from the human Kingdom. His own eye being gouged mercilessly by soldiers of the kingdom, his twisted mind can only find solace when he extracts the same brutality on the race of man.
(Eye-gouger’s attacks have a 20% chance of blinding his enemy, 30% if he’s under bloodlust)
I may be going for the Illustration of the week banner next if I have the energy. I have some ideas and I’ve sketched out some thumbnails but I’ll have to see how this week goes before making any promises.
Thursday, July 21, 2011
Warhammer 40k Marine Tutorial
I hesitate to call this a tutorial because frankly I don’t think I’m at the point where I should be “teaching” anyone how to create artworks, but I figured that “Warhammer 40k Space Marine Step-by-Step Process” would have been a far too unwieldy title. This wasn’t for a client, but was more of a challenge to myself that I could theoretically make the leap from pen and ink illustrations into “painted” illustrations. There’s a pretty huge gulf between the two in terms of skillsets, though I’m of the opinion that good drawing skills are important for both. Really good painters will have already internalized the drawing process and can just slap digital paint onto their canvas and create forms out of them, but since I’m still transitioning here’s yhe roundabout way I got to the image above.
1. Thumbnails and quick sketches: I actually made 3 or 4 sketches before settling on this one. Unfortunately I have the tendency to delete sketches after I’m done with them. There’s no particular reason to sketch in blue, just pick a color that isn’t black because you’ll be sketching over this.
2. A tighter sketch: I set the blue sketch layer below to around 30% opacity so that it’s easier to sketch over. You’ll notice that I actually changed a lot about the thumbnail sketch here. I the original sketch the marine was standing over the ork’s body and holding out its head like a trophy. Because I was in more of a hurry to get to the process of rendering the painted piece I changed things up so that I wouldn’t have to draw the ork body anymore. This isn’t exactly the best move to make all the time, but you should always keep yourself open to changes, especially in the earlier steps of the process. The later on you make these types of changes, the harder they’ll be.
3. Layingdown flats: I lay down flat colors in a layer underneath the line art to give the image shape. The concern here is not details but blobs of light and dark to give the image some volume. Someone who is better at color theory than I am would lay down colored flats, but in this case I will be rendering in monochrome first before colorizing.
4.Rendering in monochrome: Here I’ll create a layer on top of the line art (so essentially painting over the line art and the flats) and start cleaning up the rough shapes laid down with the flats. This is probably the most time-consuming process of the whole thing, and in may ways is sort of the point of no return. Once you get into this it’ll be really hard to make changes so make sure you’re happy with the first three steps first. Again I was in a bit of a hurry here, and later on I’ll be tightening things up that should have already been done in the first place, but we’ll get to that later. Btw for painting here I’m just using a hard round brush (the basic photoshop brush) with opacity and flow set to pen pressure, and will continue to use this brush throughout the process.
5. Colorizing: I create a layer on top of the rendered monochrome layer and set layer properties to hard light. I will use this layer to lay colors on top of the monochrome image, again using a round brush. It’s not seen here, but I also had a “palette” layer on top of the hard light layer. It’s important to have this because once you paint on the hard light layer you can’t simply use the eyedropper tool since your color has already changed (by virtue of “hard light” mixing it with the colurs below). In any case it’s always good to have a palette layer as a reference for your colors.
6. Saturation: I felt that the colors were a little too unsaturated, so I duplicated the “hard light” layer, set it to “soft light” then messed around with the hue and saturation settings until I got a color that I was happy with.
7. Tightening: At this point I’m starting to get happy with the results, although there are still a lot of areas that could use tightening up (ie so that things don’t seem loose or hazy). I create another new layer on top of everything called “tightening” and I start going over details like the skulls, the faces of the ork and the marine, etc. I could have probably saved myself a lot of time by doing this tightening in monochrome so that I would have to be thinking about colors while I’m doing this. We’re in the home stretch now, and the next few steps are pretty straightforward.
8. Shadows by Multiply: I create another new layer on top of verything and set the layer properties to “multiply”. You generally do this when you want to paint over something and make it darker without necessarily affecting the rendering that’s already been done, sort of like painting shadows. Shadows, when placed strategically, are always a good idea because they give your artwork more depth.
9. Light by color dodge: Basically what i said for “multiply”, but this time with regards to light rather than shadow.
After that, I pick a nice scrolly texture from google image to slap on behind the marine and that’s that (scroll back up to see the results)! For reference, It took me about 8-10 hours over 3 -4 days to do this. That’s definitely way too long for a piece that’s theoretically as simple as this. Of course I was making a lot of mistakes along the way so I think I could eventually cut that to half the amount of time if I can keep making artworks like this. Anyway, hope some people found this tutorial useful!
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