from previous drawn concepts and thumbnail work I began converting and expanding ideas within Photoshop hoping to finalise on a style. For the first of these concept piece I used a fashion model to roughly get the human anatomy then refined this further. Making sure to work in separate layers throughout the work flow. I ensured that the outfit idea was on its own layer, the same went for the hair and other aesthetics such as tattoos/ branding. Not putting too much focus on the initial design ideas I used block colouring. As for the main focus of this concept a range of techniques where used. Again, I ensured the various parts; line work, block colours, light angles and shading had there own layers. The drawing took roughly around 3 hours to complete not including any tweaking for the shading I used the size 17 chalk brush as I feel this has best airflow and blending. Unfortunately this brush didn’t work too well in terms of the armour or dress rather than using a brush that blends well I should have used a fine detail one able to capture the rustic feeling of Kasdeia’s clothing. To add in the fantasy elements and reinforce that she was a demon tamer I took inspiration from Chris Ryniaks morning scribbles series and altered the design briefly. In a later piece when working out the demons this would developed on further. As a subtle detail to bring the finalised concept on her appearance together I used a smoke brush on low transparency and changed the colour to a soft cyan in order to reflect the mysterious notion of summoning demons.
Other conceptual pieces I carried out during this stage included refining the poses that I would later be sculpting Kasdeia around to make these poses more interesting I gave Kasdeia different weapons and demons ensuring to keep them relative to the poses she was in.
From the three poses the combat where she is using the whip had to be my favourite as it captured how fierce of a fighter the character is alongside reinforcing her backstory of being forced as an animal tamer.
References I used within these pieces include:
During the process on coming up with a character concept I was presented with the task of creating a matte painting to place my character in. Before working on my own from concept pieces I followed a tutorial based on Machu Picchu and how to expand a high angled wide shot. The software I used in order to carry this out was Photoshop CS6. This was the base image I was given.
I didn’t want to strictly follow the tutorial so added in my own elements and found a lot of inspiration from Asgard within the Thor films. The first step among this process was to sketch out a rough idea of what I wanted to create using the given image as a basis on composition. I chose to keep it simple to begin with extending the mountains within the distance and bring a cliff edge together in the foreground. I started painting in the sky with a soft brush using a basic gradient of dark blue at the top of the sky fading into a softer blue along the lower horizon line from here I began painting in clouds and blocking of colours using the Idropper tool to gain as close to the pre-exsiting spectrum as possible the Idropper tool was used heavily throughout the matte painting in order for me to make it as realistic as possible. This process was carried out throughout the majority of the painting until the surrounding negative space was filled. Following on from this I chose to add in spire like features attached down with chains as well as a distant waterfall this required some rearrangement of the composition however, didn’t take much longer to fix. The next steps involved adding in the finer details for this I had to zoom in and make light brush strokes following the pathways other trees, cracks and grass where following although I believe this was carried out successfully more time could have gone into this at a later stage to again make the image more detailed. after finishing off the finer details I then again decided to change to composition of the image more so the left side rather than having a sloping mountain edge I decided to make this into a sharp cliff edge with various drop offs. Overall I felt this worked out better however, more could be done to the image in order to gain a more professional result and is something I will be taking into consideration during my main matte painting along with any others I am tasked with during future projects.
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.
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: