This is the final composition for what is titled ‘Project Sloth’ the inspiration on the layout was taken from Bone Temple as mentioned in a previous post. Although I was planning on adjusting the layout to a new temple as well as discussing this with the group it came to a decision that this would be the more appropriate image. Furthermore the textures, values and overall feeling of the image was a lot stronger than other layouts tried with one example being;
Although the rule of thirds is evident within both and very similar in the placement of the main image I could not get the idea across of steampunk. Furthermore this would have been more awkward within the group as their objects could not be placed accordingly.
Before editing the layout of the composition one more cave piece was tested, unfortunately I could not record this piece however I have a series of progression pictures of each individual layer.
The first layer composed of a rough sketch line art where a basic idea was created. Further more rough ideas of highlights and the direction the light entered the cave at.
Then next step was blocking out the colours using pen pressure and a chalk brush this way the colours blended together more easily. For this step a class mate helped me in the methods and how to develop a more professional finish.
This is how the cave appeared after the image was blocked out along with the specular light and radial light being evident. In parts the light reflected i added in a slightly more saturated value creating a lower light space. The next step involved adding increasing more detail.
This is where a higher opacity brush was used however this was later lowered to blend in with the under layer. The final step was to include in more foliage and detail within the image to finalise the composition.
This is the final composition I believe the level of detail is successful as well as the various tonal values. I also believe that a little more story and 3d aspect is identifiable within the final image.
Instead of having a flat image for the conceptual piece and it not telling much of the story I started playing around with the idea of a new composition. Mainly looking at caves and distant buildings to represent a city rather than an open desert. I feel as though the result of this piece was a lot stronger than any previous pieces because of the more defined values within the rocks however due to not using the right opacity or pen pressure the result was too blocked out and not enough detail. I somewhat adjusted this through the use of a filter although when working on the next expansion to this composition I will be fixing this through having pen pressure set. Another factor this would improve would be the blending of colours.
I have started to work on the overall concept piece for “Project Sloth” having next to no experience in PhotoshopCC I struggled creating this. With that being said I am happy with the outcome a few aspects could be changed but I will be looking at the positive elements of the concept piece first. One thing I do like would be the sky and how the texture look as though it is clouded or raining within the distance also the gradient created throughout the sky works well for the piece in creating a sunrise which was the intended outcome. Another factor that I like about the finished image would be the rocks and sand more specifically how the textures and line depth show the direction of value. This also adds a sense of movement to the still image.
Now looking at the negative factors and how I could improve on these one thing stood out for me and that’s how there is not much detail within the buildings. Even if these are in the distance I find that more detail could be added to them making key features of the overall steampunk/ dystopian theme more distinguishable. Contrasting to this when looking at the direction the light was coming in from (Back light) it came to my attention that the buildings would not be visible in so much detail therefore I will be changing this element within my next drawing possibly making them silhouettes.
I have uploaded a YouTube video over on my channel AkiYamiGameartandAnimation of the progress of this drawing, overall the drawing took 2 hours. The programme used was PhotoshopCC and drawing tablet UGEE2100. The same video can also be seen below however, if you like my work subscribing and liking the video would be highly appreciated.
Another video uploaded for “Project Sloth” within this speed drawing I am creating a texture study of stone using a mix of blending techniques and lighting knowledge. If you would like to see more of my videos as they get uploaded please feel free to have a look over on my channel at; https://www.youtube.com/channel/UC12t7Mfh-fcXiPVKO7-AVNg
First video of rust study speed painting. If interested please go and have a look at my channel over on YouTube. https://www.youtube.com/channel/UC12t7Mfh-fcXiPVKO7-AVNg
Leaving behind the technical drawings and hand drawn images focusing towards ‘Project Sloth’ I have started exploring digital work the two programs used within this have been Photoshop Cs5 and Photoshop CC2015 alongside this two tablets have been used due to working on multiple locations. One being a ‘Wacom intuos pen and touch’ the other ‘Ugee2100.’ I found the transition from an on screen display tablet to a standard graphics tablet to be fairly difficult, this also goes for the programs as the quality and finishing on individual concept pieces are different.
For starting off this project I wanted to get more familiar with the textures i would be rendering and drawing throughout the environment starting with rust. This is because of its primary focus within the final idea. Drawing out circle I started drawing from a reference picture attempting the mimic the texture given.
This was the texture I was attempting to mimic however, now looking at my finished piece the outcome was not as I would have hoped. I feel that the hue of the image is too strong and that it is not saturated enough. Alongside this the rustic elements which are a key factor where not captured as I would have liked them to be. In order to achieve a more worn look the lighter area could have a higher variation of tonal values also a few more ‘grains’ could be included giving a more 3 dimensional appearance.
Rust Attempt 1: