DAM Vol 8
DAM Vol 8
4
3DTotal Publishing
Correspondence: [email protected]
Website: www.3dtotalpublishing.com
Digital Art Masters: Volume 8. Copyright © 2013, 3DTotal.com Ltd. All right
reserved. No part of this book can be reproduced in any form or by any means,
without the prior written consent of the publisher.
All artwork, unless stated otherwise, is copyright © 2013 3DTotal.com Ltd. All
artwork that is not copyright 3DTotal.com Ltd is marked accordingly. Every effort
has been made to ensure the credits and contact information listed is correct.
However, if any errors have occurred the editors and publishers disclaim any
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for any updated information or corrections.
5
Digital Art Masters
Introduction digital art is still very much under appreciated. changing entity that shows massive growth from
I came to 3DTotal after the judging of Digital Art The non-manual and pre-programmed nature of one year to the next. This is the charm of this
Masters: Volume 8 had already been done and digital art shapes some people’s perception of book; it not only showcases great artists, but also
so all I inherited was a list of names and titles. its artistic worth. But the patience, forethought, gives them a platform from which to discuss their
Amazingly, thanks to the time and dedication of technical understanding and labor hours current methods and inspirations. These tutorials
nearly 80 people (by my count), that list is now necessary to create great 3D artworks could be are written by artists, for artists. They document
the visual feast that is Digital Art Masters: Volume compared to the efforts of figurative painters and a digital community and record, for posterity, the
8 – I would even argue that it is the best one sculptors from Jan Van Eyck to Gerhard Richter, art works, artists and cutting-edge technology
yet, but I am rather biased! Although I am more and Auguste Rodin to Anthony Gormley. of this fleeting moment in an ever-growing and
accustomed to working on art history than digital constantly changing art world.
art, usurping Simon Morse as editor has been a While digital painting does offer speed and
brilliant, and at times perplexing, education in simplicity in comparison to traditional painting, All of the works in Digital Art Masters: Volume 8
the world of digital art. good digital painting still requires the same level have been selected by a panel from the hundreds
of conceptual and compositional skills. It also submitted. They represent a cross-section of
Digital art is probably the most present and enables the artist to create a remarkable collage brilliant art from both established artists and
pervasive art form in the world. It surrounds of sketch works, simply as a “warm up” before talented amateurs. We hope that the Digital Art
us in film, television, games and advertising. At moving on to larger projects. Most importantly, Masters series is a showcase, a record and, most
the heart of these images that become part of digital art offers an exciting and accessible future importantly, an inspiration for artists for years to
cultural consciousness are great artworks created for painting. come.
by talented artists.
Because of the constant improvements in
However, as we have recently seen with the technology and the focus on teaching and Emalee Beddoes
Rhythm & Hues scandal, outside of its own world learning in the digital art world, it is a rapidly Editor – 3DTotal
© Jon McCoy
6
Foreword
© Jon McCoy
Foreword This book also provides an insight into their offers not only the technical aspects of what that
The Digital Art Masters series from 3DTotal has, thoughts as they were creating the image, which will require, but more importantly, will inspire
in my opinion, been the very best collection of may actually be the most valuable component! you to do so!
books to educate and inspire today’s amateur
and professional digital artists. With current technology and the changing ways I hope you get as many new ideas from this
the population enjoys its entertainment, digital book as I have done. Also, and probably more
Digital Art Masters: Volume 8 pushes the bar artists will have to adapt and continue to learn importantly, I hope it inspires you to create
further still by going into great artistic and as much as they can. With the limitless power to something completely new, which may end up in
technical knowledge depth to show the level of create any conceivable image in a film, and with a future volume of this series!
skill needed to create such imagery, whilst also the next generation of games consoles on the
explaining how. horizon, a greater demand for high quality art will Jon McCoy
be desired. This is an incredibly exciting time to [email protected]
The range of digital art in today’s world is covered be an artist, digital or otherwise, and this book http://www.jonmccoyart.com
in great detail, from expressionistic painting,
all the way up to highly refined and technically
detailed sculpture, by way of abstracted,
illustrative imagery, and photorealistic 3D scenes.
7
Digital Art Masters
Contents
66 | King of Fools 70 | Angel Fight 74 | Music Box 80 | Zoe 86 | Mafia Man 92 | Room of Memories
by Patrick Evrard by Alex Tiani by Bastien Lecouffe Deharme by Jose Lázaro by Siamak Roshani by Rouhollah Toghyani
120 | Trooper 124 | Koala King 130 | Orchid 134 | Abs Man 140 | Death
by Renato Gonzalez Aguilante by Rodrigue Pralier by Pascal Blanché by Marat Ars by Mariano Steiner
168 | Perpetuum Mobile 174 | Fate 178 | Into the Abyss 184 | Snowfall
by Gediminas Pranckevičius by Piotr Jabłoński by Rasmus Berggren by Thomas Scholes
224 | Bike Guy 228 | Organic Fascinations 234 | Consumed 240 | Cricket Exo-Suit 246 | Airborn – Bramble
by Ioan Dumitrescu by James Wolf Strehle by Toni Bratincevic by Matthew Burke by Simon Kopp
8
Contents
96 | Alexandra Potter and Tentacle 100 | Piratess 106 | Alien 110 | The Blind Ones 116 | Alien Creature
by Serge Birault by Michel Donzé by Luca Nemolato by Jerad Marantz by Nils Meyer
146 | A Kind Soul 152 | Juezhan 158 | Boston Common 162 | Stare
by Esben Rasmussen by Fenghua Zhong by Gilles Beloeil by Levi Hopkins
192 | Repairs 198 | Industrial Rust 206 | Naomi, War Machine 210 | Working Droid 214 | Space Station 220 | Athena
by Andrzej Sykut by Andrew Averkin by Evan Lee by Brian Sum by Donglu Yu by Eduardo Peña
252 | Space Waltz 258 | Cavelands 264 | Peter Paul ‘bootyboy’ Rubens 270 | Captain Ahab 274 | Biker Angel 278 | Duality
by Tomas Kral by Jan Urschel by Dave Dunstan by Plamen Genov by Sam Nielson by Valentina Remenar
9
Ancient
Sky M Area
a cNetwork
h i n a © Cornelius
M a r c Dämmrich
Brunet
Scenes
Cornelius Dämmrich
[email protected]
http://eimer.cgsociety.org/gallery
11
Digital Art Masters | Under the Southern Highway
By Marek Denko
Software Used: 3ds Max , V-Ray, Photoshop, eyeon Fusion
Story and Inspiration The textures were created and adjusted in Adobe primitives to block out the composition and set
My intention was to capture the grayness of life. Photoshop, whilst the color corrections were up the temporary lighting and mood (Fig.01).
Getting older and older, we start to slowly burn done in both Photoshop and eyeon Fusion. After establishing the camera angle, I started to
down, tired of the world and its overwhelming work on the elements.
futility. But as life goes on and priorities change, Modeling
we see things that we have never noticed before To begin with, I created the base scene with proxy While creating the proxy scene, it is very
and life has new meaning. geometry including boxes, cylinders and other important to maintain the correct proportions
Software Used
The main tool I used was Autodesk 3ds Max 2012.
For the rendering I used Chaos Group’s V-Ray. 01
12
Scenes
02 03
and give the composition depth, which was my Deform modifiers on the upper main bridge The fence was quite an easy model to create.
main concern – I wanted to create something structure and placed the columns equidistantly. I started with a few primitive objects and then
static and hypnotic. Creating details was straight forward using lots copied them, using a lot of Boolean operations to
of displacements to create a rough, aged look. I create the detailed damage around their edges.
Bridge and Fence also used numerous Boolean operations to give I tried to avoid repetition and so created a lot of
I dug out some reference pictures from Google the column edges and main structure a damaged uniquely destroyed fence elements (Fig.03).
and then moved on to modeling. I used Path effect (Fig.02).
13
Digital Art Masters | Under the Southern Highway
04 05
14
Scenes
09
Castle Wall
Creating the castle wall was quite fun. Some parts
were built brick by brick, using a lot of variation
within the texture and geometry detail to achieve
the best results (Fig.09). Again, I destroyed
several parts of the wall with Boolean operations.
I also applied hue and saturation variations on
the brick textures, which helped.
Woman
The main reference for the figure was my wife,
who was kind enough to pose for me with our
baby buggy. I used 3ds Max to create the model
and photographic textures for displacement,
which worked out pretty well in the final pose
(Fig.10).
15
Digital Art Masters | Under the Southern Highway
13
15
16
Scenes
Artist Portfolio
17
Nightclub © Michał Sawtyruk
Scenes
By Michał Sawtyruk
Software Used: Photoshop
Introduction
I’d had the idea for this painting for some time
before I finally decided to make a few sketches
and bring it to life. I’m a fan of Neil Campbell
Ross and Nightclub was inspired by the simplicity
and balance of his work. I didn’t want to create a
polished image, but rather something light and
simple.
I draw a lot of
sketches from
life and will even
take pictures with 01
my cell phone if
I see something
interesting.
Sketches
I draw a lot of sketches from life and will
even take pictures with my cell phone if I see
something interesting. Before I start to paint, I
collect this stuff together and find it helps me a
lot during work (Fig.01). I also find pen sketching
a great exercise, as it creates confidence in
painting, especially using hard brushes.
19
Digital Art Masters | Nightclub
Composition
At this point I was focusing only on the
composition, so I zoomed out and started playing
with shapes and colors. I mostly used a regular
Hard Round brush, as well as some custom
brushes, to form random rectangles, using the
Lasso tool for edges (Fig.02). To speed up my
03 04
coloring stage I sometimes merge my sketches
with textures from some of my other paintings by
mixing layers. I find this is a quick way to get new
ideas and interesting effects.
Glass Surfaces
The glass surfaces were pretty tricky as they had
to be glossy and sharp, but maintain the overall
sketchy style. Fortunately, I managed to capture
the impression of movement in the foreground in
the initial stages. I then used the custom brushes
to highlight the leaves, before using the Smudge
tool and some standard brushes to create smooth
transitions. Throughout this process, I made
small changes to the palette by adding new colors
(Fig.05 – 06).
20
Scenes
Artist Portfolio
© Michał Sawtyruk
21
Rider © B. Börkur Eiríksson
Digital Art Masters | Rider
By B. Börkur Eiríksson
Software Used: Photoshop
Getting Started
It’s usually a good idea to start with a simple
sketch or a thumbnail to give yourself some idea
of what you’re doing, even if it’s just a quick
sketch for yourself. Everyone has their own way of
getting their idea down; some do line drawings,
others do black and white value sketches or
color sketches, and these are probably all good
methods.
I was mostly
concerned with the
general impression
of the image at this
stage. With the
silhouettes in place
and the temperature
sorted, the piece was
sort of working.
Composition
I started with blocking in the background and
trying to find the general tone of the image. All
I knew at this stage was that I wanted it to be
02
warm and desert-like. For some color separation
I picked yellows and blues as starting colors, and
then layered these using some generic brushes
and the Smudge tool with some textured brushes
(Fig.02).
24
Scenes
05
25
Digital Art Masters | Rider
06
26
Scenes
Artist Portfolio
27
New York Street ™ © Ubisoft Entertainment. All Rights Reserved
Digital Art Masters | New York Street
By William Wu
Software Used: Photoshop
Introduction
Working as a concept artist for the video game
Assassin’s Creed 3, I was asked by my director,
Chinh Ngo, to create a scene depicting 18th
century New York. This environment would
appear arid and dusty, in contrast to the Boston
scenes used elsewhere.
Research
Before jumping into any painting I will spend
a couple of hours researching the architecture
and people of the period. I look into details like
the type of window frames that would be used
and the styles of decoration and clothing, for
01
example. Doing this helps you focus on painting
and will save you the time of having to go back Color Palette not be larger than the size of a business card – if
and forth to figure things out. Once I have a basic idea in my head, I begin to the image is readable at that size, then the final
think about the color palette that I would use to image should not have any problem selling that
To accommodate for heavy crowd traffic, the illustrate the dry, dusty streets. I choose warmer idea.
streets would be vast and wide. The terrain would hues of red and yellow to convey this atmosphere
be rough and filthy as horses were integral to (Fig.01). Perspective and Light
transportation during the period. The image also My next challenge is to create a symmetrical
needed to show the bustle of the 18th century Once I have decided on my color palette, I start perspective without having the focus placed
New York streets, with market stalls and vendors on a small and rough thumbnail sketch of the directly in the center (Fig.02). To guide the
and residents wandering around. scene, which I check with my director. This should viewer’s eye, I apply the rule of thirds in
02
30
Scenes
03
photography and place the area with the highest Without a strong sense of light, it would be more contrast in light or shape when I paint, as this
contrast along one of the overlapping points on difficult to know where the focus of the image creates a much stronger, more interesting look.
the grid (Fig.03). This method can be very useful is located. In this image, I have decided to place
for beginner painters who have trouble initially my light source on the left behind the shadowed Adding Detail
with composition. This rule doesn’t only help with architecture. I continue to compose the image and break it
finding the focal point, but can also be a useful down into three sections: first, second and third
guide as a cropping tool to remove unnecessary This light source gives me the opportunity to (Fig.04). The first holds most of the detail and
areas. create a strong silhouette and a bright focal area. contrast. I spend a lot of time on this, carefully
I tend to enjoy using later afternoon sunlight, painting each window, door and all the other
Lighting is a very crucial part in any painting. It simply because it allows me to play with the objects, as it is this layer that the audience will
defines forms, shadows, and strong silhouettes. shape of the shadows. I always think about scrutinize, so if these details aren’t clear enough,
2 1
04
31
Digital Art Masters | New York Street
Atmospheric fog
is also great for
creating depth and
giving an air of
mystery – it makes
the audience want to
explore more.
it can undermine the rest of the painting. The
second section contains less detailed elements,
which are not as important, but still add interest.
Finally the third section is much less detailed and
demands less time.
05
Now the environment is established, I focus on
the crowd and making the scene more exuberant
and involving (Fig.06). Creating a sense of
motion can illustrate scale, activity and narrative.
Similarly, depicting smoke and wind can also add
life to the image (Fig.07).
08
32
Artist Portfolio
Artist Portfolio
33
Customer © Michal Lisowski
Digital Art Masters | Customer
By Michal Lisowski
Software Used: Photoshop
Introduction
Big cities have their secrets; dark places that
become crime scenes. This work shows part of
this underworld where prostitutes wait under a
bridge for clients. One of the girls gets into a car,
while in the background normal life goes on.
Composition
In my opinion, the best way to achieve a good
composition and correct perspective in a
cityscape is to use some 3D elements. I built
and arranged a few boxes, placing some low
buildings in the foreground and the tallest in
the background to add depth and create visual
interest. I placed the camera between these and
played with it, looking for an interesting shot and
01
field of view (Fig.01).
The boxes weren’t very detailed, but what was finished piece but realize that the composition
Robh Ruppel claims important at this stage was to try to find at least isn’t right, or that your story is unreadable, the
that “the real art two or three shots so that I could choose the best only thing you will be able to do is save the image
comes from the one. Robh Ruppel claims that “the real art comes in your “Unfinished” folder.
choices you make, from the choices you make, not the technique”,
not the technique”, so I try to give myself the opportunity to paint the Color and Detail
so I try to give myself best picture I can. Once I had my 3D clay render and had picked
the opportunity to my favorite shot, it was the time to paint it in
paint the best picture This decision making process is a key part of Photoshop. I chose a color palette of brown, pink,
I can. working effectively. If you have created a detailed, purple, violet, blue, cyan and green (Fig.02).
02
36
Scenes
03
I decided to separate the background by using a During this process I also tried to enrich the color In order to bring the city to life I started to paint
different range of values. I wanted to create the palette. Some artists find it hard to introduce new in details such as cars, lamps, cables, billboards,
impression of looking out from a dark cave. To colors when working with a desaturated palette, neon signs and people walking on the street
establish this effect, I used a lot of dark colors but I recommend courage when experimenting (Fig.04). In my opinion, details aren’t what
in the foreground, but had I used colors with a with color. It is much easier to break down the make the painting, but are really important
similar value range in the background then the color when you already have a rich palette on when it comes to polishing and finalizing a solid
readability of the whole picture would have been your canvas. foundation.
unbalanced, allowing the eyes to wander.
I recommend
courage when
experimenting with
color. It is much
easier to break down
the color when
you already have a
rich palette on your
canvas.
37
Digital Art Masters | Customer
Final Touches
Once I was happy with the composition and
confident that the image was working, there was
nothing left to do but finish the detailing and add
some final touches (Fig.06). I find this stage to be
quite relaxing.
Do not ignore
the importance of
composition and
do not accept poor
design by concealing 05
it with detail.
06
38
Scenes
Artist Portfolio
39
Digital Art Masters | Simplicity
40
Scenes
41
Digital Art Masters | Simplicity
Introduction
With CG work, specifically with arch-viz, I always
spend a while on the internet searching for
references – I think that this is the first step
towards creating a good image. For both personal
and professional pieces I will spend hours
researching and finding inspiration, as I believe
that good planning is important for any job.
Modeling
Modeling the scene wasn’t terribly challenging,
in fact this whole scene is quite simple. I began
by modeling a basic room with a wooden floor
and ceiling using 3ds Max (Fig.01 – 03). As you can
see, I did not spend much time on this stage.
03
42
Scenes
04 05
I received several
emails asking me
specifically about
the wall and bed
fabric. I used a bitmap
texture with diffuse
reflection and
glossiness, and just a
few tweaks.
Texturing
I received several emails asking me specifically
about the wall and bed fabric. I used a bitmap
texture with diffuse reflection and glossiness, and
just a few tweaks, nothing very specific.
06
The wall was created using this principle, using
a normal material from V-Ray with a bitmap in
the diffuse channel before being copied to other
channels and used as a reflection bump with a
value of 20 (Fig.04 – 05).
43
Digital Art Masters | Simplicity
Render
For rendering, I used the V-Ray render because 08
my machine parameters yield more with the
simple configuration shown in Fig.09.
Post-production
During post-production, I used a few Curves and
made some adjustments to the color, brightness
and contrast. I also used some passes to assist
in post-production, such as reflection, refraction
and GI (Fig.10).
10
44
Scenes
Artist Portfolio
45
Game of Life © Huzheng
Digital Art Masters | Game of Life
By Hu Zheng
Software Used: 3ds Max, Maya, Mudbox, Photoshop, V-Ray, ZBrush
Introduction
The creative drive behind this work, Game of Life, 1 2 3
4 5
The angel’s
expression is serious
with a touch of
sadness, implying
that his chances of
winning are slim.
Death is relaxed, his
right hand holing a 01
Composition
After cementing the concept, I started to sketch
out ideas and decided on the fourth composition
as my final choice (Fig.01). The scene occurs in
the hospital, where an aging man, on the verge
of death, lies on a bed inside the ICU room as an
angel and Death play cards to decide his fate .
Working Process
Before you begin an image, I recommend making
a plan of the work process. I do this to keep track 02
48
Scenes
1. Concept
2. Collecting references
3. Blocking
4. Topology
5. Unwrapping UVs
6. Detailing the high resolution model
7. Texturing
8. Lighting and materials
9. Hair and compositing
03
Collecting References
The first stage of my work is to build the concept
by collecting references. For this project, I
roughly categorize my references into characters’
personalities, facial expressions, clothing texture,
ICU interior, furniture and medical equipment
such as medical papers and forms, etc. Then for
each of these, I created and collected images
that complimented the feel of the work and put
them together as my final modeling references
(Fig.02 – 03).
05
49
Digital Art Masters | Game of Life
Topology
Before creating topology, you need to study the
topology of the face (Fig.06). Good topology will
allow for more detail to be added to your model.
50
Scenes
12
Once the topology is finished (Fig.13), you can
close down the Wrapit plugin and delete the
high res mesh as Wrapit supports most of the
modeling tools provided by 3d Max.
51
Digital Art Masters | Game of Life
Using ZAppLink
ZAppLink was a plugin preceding ZBrush 3.1, but
is now included inside ZBrush. It forms a bridge
between ZBrush and Photoshop, and allows you
to use Photoshop to fix or enhance textures that
are created inside ZBrush. ZAppLink can then
import the fixed texture into ZBrush. This makes
16 17
changes in a flash and saves you from having to
keep importing and exporting texture images.
Composite
For the final render, I rendered out an RGB
channel, ZDepth channel and three SSS layers,
etc.
19
52
Scenes
Artist Portfolio
© Huzheng
53
S k y M a Female
c h i n aTrooper
© Ma ©rMaciej
c B rKuciara
unet
Characters
Maciej Kuciara
[email protected]
http://maciejkuciara.com
55
Casual Guy Portrait © Mathieu Aerni
Characters
By Mathieu Aerni
Software Used: ZBrush, 3ds Max, V-Ray
Introduction
This image started as an improvised sculpt in
ZBrush; a portrait without a model or references.
During the early stages, I didn’t have a specific
idea about the final outcome, but I had a very
casual portrait in mind of someone unnoticeable,
without distinguishable features, who could just
be another face in the crowd. I moved away from
the mannequin or caricatured type of person as I
was looking for something subtle and ordinary.
Sculpting
Sculpting can be broken down into primary,
secondary and tertiary forms. Due to the primary
forms making a character believable, I tried to put
a lot of emphasis on the basic proportions and
volumes. When I started blocking in the character,
I didn’t look at any references because I wanted
to practice my improvisation skills.
It was a very repetitive process, but it ended up stage I often stepped down to lower subdivisions became very important for my final render. I used
giving me a natural-looking sculpt with a nice to modify large forms. very specific references, like detailed pictures
fleshy feeling. I also used the Standard brush with of facial features, to make sure my details were
Lazy Mouse to cut in some finer details like the For the tertiary forms, I really wanted to include accurate. I sculpted all of them with the Standard
infraorbital (the bone below the eye), the lower as much detail as possible in the sculpture rather brush. In addition to the pores and wrinkles, I
eyelid and the nasolabial furrows (smile lines), than in the color textures. In that regard, the added less common skin details, like subtle acne
which helped me define the character. During this wrinkles, skin pores and high frequency details scars, on the cheeks (Fig.01 – 02).
57
Digital Art Masters | Casual Guy Portrait
In reality, wrinkles as opposed to a photo-projected texture. My This project was my first foray into the V-Ray SSS2
and skin pores are intention was to reduce the baked-in texture material and I really liked it. I obtained interesting
three-dimensional look. In previous projects, I have achieved results with a fairly simple shader. I used a V-Ray
and so I decided to interesting results by relying heavily on texture, Blend material to add an extra layer of reflection,
restrict these to but compression could always be felt a little, which gave me more control over the final look.
displacement and which can give the impression of relatively simple
exclude them from geometry that has been photo-mapped. At the rendering stage, I had to return to the
the Color map. sculpt and adjust small details because the SSS
In reality, wrinkles and skin pores are three- shader and lighting conditions in the scene made
Texturing and Shading dimensional and so I decided to restrict these to things look different to the ZBrush viewport.
My approach to the texturing was to go with a displacement and exclude them from the color
very detailed displacement map and a simple map. The displacement map was rendered from The hairs were done in 3ds Max using Onatrix
color map, with all of the final details in the final ZBrush at 6k, while the other maps were painted (Fig.04). I did a simple, three-day beard with very
render being generated from the ZBrush sculpt in Photoshop at 4k (Fig.03). short hair on the scalp.
04
58
Characters
improvising without
references is always
very liberating.
Lighting and Rendering
The scene was rendered in V-Ray using one planar
V-Ray light as a key light and one small spherical
V-Ray light placed behind the character as a rim
light. I placed the key light above his head at a
sharp angle to create a dramatic effect (Fig.05).
Conclusion
This project was a great experience for me. Most
of the characters I create in my professional work
have to precisely match real actors or concepts.
This is nice, but the freedom of improvising
without references is always very liberating. 05
Artist Portfolio
59
Bruce Lee © Alexander Beim lotusart.de
Characters
Introduction
I have always been a huge fan of Bruce Lee
and I was, of course, very sorry that he passed
away prematurely. With the development of
3D technology, it isn’t hard to imagine that one
day live actors could be replaced by realistic 3D
characters. If this is possible, it is also possible
that actors who have died could star in the films
of the future. This concept inspired me to try and
create my first portrait of Bruce Lee, hoping that
in the future I will be able to create an animation
with him.
I like to work
intuitively and,
thanks to DynaMesh,
I don’t need to know
in advance what I
want. I can change
shapes as I see fit
throughout the
process. 01
References
I started by collecting photographs of Lee. When
making a recognizable character, accuracy is
very important; even a millimeter out on the
eyes or the nose can make a big difference.
Unfortunately the quality of photography in the
1970s made it difficult to find a large and sharp
enough picture, so I had to rethink my approach,
combining images to create a mental image of his
characteristics instead.
02
61
Digital Art Masters | Bruce Lee
03 04
Making the Low Poly Model result. When I came back to it the next day Adding the High Res Details
with Good Topology and UVs however, I felt that it was missing something. I and Deciding on the Pose
I made the mesh and generated the UVs in continued working on elements that also have a I made several layers for pores and wrinkles, and
Maya (Fig.03 – 04), creating a topology suitable significant impact, such as lighting, texture and then created the alpha in ZBrush Alpha Grab.
for future animation. It has taken a lot of trial material. When the basic symmetrical model Once this was ready, I created a layer to add
and error over the years to learn this skill, but was ready I started to add details like pores and wrinkles, imperfections, moles and stubble, etc.,
it was worth the effort in the end. With the wrinkles (Fig.05 – 06). as well as a layer of noise (Fig.07).
model finished, I exported the mesh and texture
coordinates into ZBrush.
62
Characters
Importing to Maya
I was now ready for further work in Maya, so I
imported the first high poly model and started
with the lighting. I used three area lights: one at
the front, one in the top left and one to the rear. I
10 repeated this for the FG and used a HDRI map for
11 12
63
Digital Art Masters | Bruce Lee
13 15
I probably spent as much time creating the hair
as I did on the entire head. I tried many methods,
but always returned to creating the basic shape of
the hair with Nurbs. I selected adjacent isoparms
and transferred them to the Nurbs curves. In
addition to these, I created Nurbs planes so the
hair had some thickness and uniformity.
16
Making of Final Rendering
It was now finally ready for rendering! As the
resolution of the hair was two thousand pixels,
the i7 processor and 3930K picture took nine
hours to render. When this was done, I began the
final amendments in Photoshop.
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King of Fools © Patrick Evrard
Characters
By Patrick Evrard
Software Used: ZBrush, Maya, mental ray, Photoshop
Introduction
I am a 3D artist working in motion graphics and
product visualization. In my spare time I like to
use these skills to visualize characters. King of
Fools is one of my latest personal works.
Concept
The concept behind King of Fools is a weird
combination of Japanese animation and a
Babyshambles song. It started with a simple
sketch, which I wanted to try out in 3D. I wanted
to make a stylized figure, cartoony but not
childish, that could easily be rigged and rendered
at a high resolution.
Modeling
When working without a specific end goal, I start
in ZBrush with a DynaMesh, as this allows me to
work in a loose, experimental way. Working like
this means I’m not dependant on the topology
and don’t really have to think about it.
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Digital Art Masters | King of Fools
Texturing
To start texturing I begin by making UVs, although
I really don’t like this stage. ZBrush’s UV Master
and Maya’s Unfold made it a lot easier, but it is
still something that has to be carefully planned.
Shading
For shading I tend to use mental ray’s mia_
material_X most of the time. Occasionally I will
use Blinn because I like the SSS templates it has.
To save time, I would suggest only rendering the
object you’re working on in a different render
layer.
Posing
Now the textures are finished I want to pose him.
The posing of a character communicates a lot
about them, so finding the right pose can be a
challenge. I want this character to look both self- 03
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Characters
Lighting
I use two big portal lights for the main lights and
one directional light (Fig.05). I also use HDRI to
give some color to the portal lights. Alongside
this, I always use a photographic lens shader on
my render camera as it helps to quickly change
the overall mood. I then test my lights on a
different render layer.
Artist Portfolio
© Patrick Evrard
69
Angel Fight © Capcom Co., Ltd. 2013 All Rights Reserved
Characters
By Alex Tiani
Software Used: Photoshop
Introduction
This image was an early concept for Dante, the
protagonist in our latest game DmC: Devil May Cry.
I wanted to portray the atmosphere of the whole
game as well as the personality of the character.
Dante is young, rebellious and doesn’t have a
care in the world. Angels are perceived to be pure,
innocent and beautiful, but even these higher
beings are not beyond Dante’s rebellion.
For an image to
work, it has to have
a focus where you 01
want the viewer
to look. This focal
point should then
lead the viewer
around the rest of
the image.
Composition
02
The intention was to create the look of a classical
painting, so I researched the work of painters His hand gesture leads the eye to the angel below, In Photoshop, I added definition to the
like William-Adolphe Bouguereau. I then started who then leads you to the other two angels on composition by drawing pencil lines. Once the
with a sketch in Photoshop, trying to establish a either side. This journey should lead the viewer’s composition was finalized, I made a mental note
classically-inspired composition. eyes around the entire picture. Usually, I paint the of the areas where I needed to add further detail
main character looking directly at the viewer to such as the faces, the wings and Dante (Fig.01).
For an image to work, it has to have a focus where create intrigue, but in this case it’s the action that
you want the viewer to look. This focal point creates interest. If your attention is initially drawn Using Photographs
should then lead the viewer around the rest of the to the angel’s gold hotpants, your gaze is then As I wanted the characters to be realistic, I found
image. In this case, Dante has to be the focus of lead straight back to the action as she is looking the best technique was to photograph a model
the image, drawing attention to his action. directly at Dante. in the same pose and use that as reference
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Digital Art Masters | Angel Fight
Conclusion
I think using classical painting as a reference can
help people to understand a picture because they
already have a culturally ingrained familiarity
with this type of image. It is similar to basing
a fantasy creature on a real animal to give the
viewer a strong point of reference.
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ENSLAVED™: Odyssey to the West™ & © 2010 NAMCO BANDAI Games America Inc. All rights reserved. Created by Ninja Theory Ltd.
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Digital Art Masters | Music Box
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Characters
Creative Process
The picture Music Box is a personal piece,
illustrating a short story taking place in the
universe of my graphic novel, Retrocity. For this
work, rather than focusing on specific digital
painting techniques, I decided to concentrate on
the aspects I feel are essential when it comes to
creating a good illustration and bringing an image
to life: narrative, composition, symbolism, mood,
references and materials.
Storytelling
The term “illustration” is commonly defined as
a picture meant to tell a story. The story behind
the image is like the foundation of a house –
providing a base to be built upon. Without stories
and meanings behind the graphic language,
even the best technical skills can only achieve a
beautiful but lifeless image.
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Digital Art Masters | Music Box
Smudge
When imagining the powerful lamps that will 100%
03 04
Building the Picture
From the original sketch, I start the painting
process. I merge the painting work with
photographic or textured elements (Fig.03 – 04).
I try to keep my workflow open allowing for any
happy accidents or inspiring surprises.
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Characters
06
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Digital Art Masters | Music Box
Overlay
07 08
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Zoe © Jose Lazaro
Characters
By Jose Lázaro
Software Used: ZBrush, Mudbox, 3ds Max
An Open Process
Embarking on a project of this nature from
scratch allows you to develop yourself as an
artist. At first, this may not seem necessary, since
you get paid in the most part to do a specific job
(modeling, texturing, programming or whatever).
However, you learn from firsthand experience of
other problems relating to the pipeline and how
to fix them, which is worthwhile.
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Digital Art Masters | Zoe
Texturing
My texturing process may be a bit weird, but it
works for me. As I sculpt in ZBrush, I could also
texture the modeled pieces here, but I find ZBrush
texture tools are a little rudimentary. Instead I
switch and export the pieces into Mudbox.
04
or paint over photo textures to remove lights who better to brandish Celtic-style tattoos to add
or shadows. Alternatively, I sometimes just a touch more aggression? I did, however, follow a
use painting tools in Mudbox rather than slightly different pattern to traditional tattoos as
photographic textures. Texturing is a huge world! mine were cleaner, with a mechanical shape as
though a robot had designed them (Fig.04).
For this project I undertook a lot of work to make
the textures seamless in Photoshop, a program Rig
that is infinitely more comfortable than any other. I usually use a basic rig in 3ds Max or Maya to try
different poses, but in this case I used 3ds Max
The tattoos were an afterthought. I had the idea (Fig.05). I tried a number of variations including
05 that because I was portraying a redhead, then feminine and warrior-like poses, but eventually
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Characters
Post-production
For me, this is the best part of the whole process!
I enjoy it for various reasons. In post-production
you know the end is near and after so much work,
06
that’s always appreciated. I also enjoy it because
you can add the finishing touches to the final models for animation (even the render) in case a When you’re doing this, it’s really handy to have
artwork. Although if you aren’t prepared, you can reason emerges to rig and animate it. the render divided into passes as it offers more
easily destroy the sense of the project, so it is an control, particularly because rendering can be
important stage. This is a common pipeline used by the most very expensive and time-consuming. But with
important film companies. Rendering is divided passes, you can easily reduce the specularity or
Perhaps it isn’t normal to use a program like into passes and each of the layers contains even change the main color without re-rendering
Eyeon Fusion for a simple illustration when you different data from the rendering. Later, they are (Fig.07).
could use Photoshop, but I always prepare my blended to create the beauty pass.
07
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Digital Art Masters | Zoe
Despite the
slow start, this
complicated process
helped me to focus
on my work and
has taught me
the importance of
starting a project
properly.
It is also very important to use a little Color
Correction and to add VFX effects like smoke.
Here you can see the different render passes
obtainable with V-Ray, plus the final color
correction and glows to simulate a powerful
source of light (Fig.08 – 09).
Conclusion
Despite the slow start, this complicated process
helped me to focus on my work and has taught
me the importance of starting a project properly;
something familiar to 2D artists and Creative
Directors, but which should also be considered by
modelers. The conclusion to this project is that I
felt as though I grew as an artist.
09
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Mafia Man © Siamak Roshani
Digital Art Masters | Mafia Man
By Siamak Roshani
Software Used: ZBrush, mental ray, Photoshop
References
For this project I began by searching for
references as I think this is essential when you
want a realistic affect.
Sculpting
I then started to sculpt using a simple Sphere
tool and ZBrush DynaMesh for the basic forms. I
always turn on Lazy Mouse and set the radius to
around 20 to 35. For this project, I used various
brushes including the Standard brush, Clay brush,
01
and Move brush. At this stage I was only working
on the form, but I also added a few details to just
check the overall look (Fig.01).
03
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Characters
It was now time to do the UVs and for this I used Diffuse Epidermal
ZBrush UV Master, which is really great. Then
I moved the lower resolution mesh into Maya
to clean the borders and unfold some parts to
achieve the result I wanted for the UVs.
Hair
I didn’t need to put a lot of effort into the hair,
stubble and eyebrows, as I used Shave and
Haircut. However, I turned them into a mesh in
the end because I had some problems when I was
rendering them. They were rendered in a separate
layer and composited in Photoshop (Fig.05).
04
Textures
The textures on his suit and hat were made in
Photoshop and are really simple. I used a tileable
texture for everything and added some other
layers to get the results I wanted. For the dust and
bits on his clothing, I used Maya Fur with different
layers for the larger and smaller bits to create a
random look. Maya Fur is great and the results
were exactly what I wanted (Fig.06).
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Digital Art Masters | Mafia Man
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Room of Memories © Rouhollah Toghyani
Characters
By Rouhollah Toghyani
Software Used: ZBrush, Softimage, Photoshop, 3D-Coat
The Idea
The initial idea behind this work came to me in a
museum whilst looking at photographs taken in
my country, Iran. Most of these photographs were
of the royal family and important politicians. I
was inspired by the antiques surrounding them
and their formal poses.
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Digital Art Masters | Room of Memories
04
Wooden objects like the clock and furniture, were
similarly textured using procedural wood textures
from Softimage, then baked into a texture map to
add other details and variations (Fig.05).
objects apart from the head and hands, which comparison between your ZBrush model and
were created using skin shaders. The Cook- rendered displaced mesh. I use a double shader
Torrance shader is very simple and behaves for creating the energy conserving material in
closely to physically correct shaders. ZBrush (Fig.06).
When using ZBrush materials, always create The character’s hair only consisted of the
and use an energy conserving material for your moustache and some other facial hair. I divided
sculpting. It creates a better understanding of the moustache into left and right sections, with
06 your actual form and also generates a closer one hair system for each. I used density and cut
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Digital Art Masters | Alexandra Potter and Tentacle
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Characters
By Serge Birault
Software Used: Photoshop
Introduction
Strangely, I don’t like painting robots. I’m a fan
of Hajime Sorayama and I like painting metal,
plastic and shiny stuff, but robots hold little
interest for me. When I saw some photos of
Alexandra Potter wearing a white, latex robot suit
it inspired me to make a “techno” image and give
robots a try.
I was influenced by
my friend Hubert de
Lartigue, the French
airbrush artist. He
works with very
soft lights and very
interesting tones...
Sketch
I worked on an A3 format canvas at 300 dpi. When
working at such a large scale, you need to be
precise. I work in quite a chaotic way and I did my
sketch very quickly. I focused on the composition,
which is quite simple and, as I mentioned before,
inspired by George Petty.
The Face
I searched for photo references of Alexandra’s
face. I usually work with strong light and contrast,
but for this image I was influenced by my friend
Hubert de Lartigue, the French airbrush artist. He
works with very soft lights and very interesting
tones and I wanted to emulate this.
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Digital Art Masters | Alexandra Potter and Tentacle
There’s no formula
for painting latex
and vinyl but
you have to define
your volumes first
and then you
can create the
reflections
02 03
green and other colors that you wouldn’t expect. Once again, the contrast is the biggest problem.
Each hair was painted individually; when doing Some of the gradients are very light. As the light
this it’s important that you always use the same is soft, the latex doesn’t have to be too shiny.
sized brush. I then painted the reflections on a There’s no formula for painting latex and vinyl,
separate layer using the Soft Round brush with a but you have to define your volumes first and
low opacity. then you can create the reflections.
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Characters
The Tentacle
Adjusting the size of all the different parts of the
tentacle was quite difficult. Next time, I will use
3D software to do the sketch. It doesn’t look too
complicated, but believe me, I spent a lot of time
on this part.
so bad (Fig.06).
The Adjustments
I kept my adjustment layers on the top and just
changed the opacity of some of them. Finally, I
merged all of my layers, fixed a few things and
then I was finished (Fig.07). Alexandra liked the
picture, so I had done my job. 07
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99
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Piratess © Michel Donze
Characters
By Michel Donzé
Software Used: Photoshop
Introduction
This illustration was made when I entered one of
CGHub’s online challenges: CharacterForge2d,
which focuses on character design and
personality.
I made a first
draft on paper,
trying to work out
proportions for her
body and give her a
strong self-affirmed
pose.
Concept Sketch
I made a first draft on paper, trying to work out
proportions for her body and give her a strong,
self-affirmed pose. Then I kept switching from
ArtStudio on the iPad to Photoshop, developing
the design while trying to maintain a good
balance of details (Fig.01). The first sketches
seemed a bit weak, so I chose a lower angle view
and got rid of the cape that was making the pose
harder to read.
Clean Sketch
I usually place a white, semi-transparent layer on
top of the concept before cleaning, and use a very
basic brush with Pen Pressure set to Opacity and
Flow (Fig.02). 02
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Digital Art Masters | Piratess
03
each other, the less light they will receive with the
overall effect being similar to that of an overcast
gray day.
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Digital Art Masters | Piratess
Final Touch-ups
I used Curves to make her a little greener so that
she would stand out against the red background.
I then added the stereotypical, futuristic
incandescent lines on the mechanic leg and guns
(Fig.14). To improve the composition and mood
I also added smoke rising from the ground, a
foreground element and a few color-correction
layers to adjust the contrast and hues.
Conclusion
I was happy with the result and it seems the
11 12
people who voted for me to win the CGHub
challenge were too, I guess! As for the technique,
the 3D workflow approach for rendering a
2D concept was very useful. Considering the
amount of detail I was going for, this approach
made painting everything and getting a realistic
rendering faster and easier. However working this
way felt very technical and academic, and not as
artistic and spontaneous as I would like my work
to be. 13
14
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Digital Art Masters | Alien
106
Characters
By Luca Nemolato
Software Used: ZBrush, Photoshop
Introduction
This is one of the concepts I did at the Aaron
Sims Company for the TV show Falling Skies. I
really enjoyed working on this because I love to
design aliens. In this tutorial I will focus on the
photo-bashing technique I use in order to achieve ZSphere Base Mesh Base Adaptive Skin
Modeling
I usually start working in ZBrush from a ZSphere
base mesh, creating really simple shapes to
start with. Working directly in ZBrush means I
need to think and act fast in order to express my
ideas. Giving the model a strong gesture from the
beginning is really important. For the modeling
process I use just a few brushes, as using too
many slows down the modeling process (Fig.01).
Standard Alphas
02
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Digital Art Masters | Alien
At this stage I go in
a totally different
direction with my
concept. I decide to Photo on
fill the hole of the normal Layer
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Characters
Conclusion
I also worked on another version of this alien, but
this image was particularly fun and quick to do.
When used in the correct way, photo-bashing is
a great technique for speeding up concepts. I’m
happy with the results, especially considering the
image took me just a day and a half. 07 08
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Characters
By Jerad Marantz
Software Used: ZBrush, Photoshop
Concept
The concept behind The Blind Ones is an idea that
has been with me for a while. I’ve always wanted
to see a classic gray alien in a dark, Hellraiser-
style costume. Gray’s are always depicted with
large eyes and a hyper cephalic head. I wanted
to find a way to do it differently whilst still
maintaining a sense of the alien’s classic, stoic
sophistication.
In order to create a
convincing
creature, design
patterns and
textures established
in the head
must be repeated
throughout the rest 01
02 03
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Digital Art Masters | The Blind Ones
04
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Characters
Rendering
Once the sculpts are at a high enough level of
detail, I will often do some test renders. There are
rendering options in ZBrush, but I prefer to render
outside of the program. Rendering packages
such as mental ray, V-Ray and KeyShot are my
favorites. You can simply import the OBJ into
these programs and render the model in different
materials (Fig.08).
08
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Digital Art Masters | The Blind Ones
09
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Characters
Photoshop
In Photoshop I put all of my renders into the
same file. With the renders layered on top of each
other, I can simply erase away and composite the
materials to get the design 90% there. For the
final details, I’ll then use an airbrush to paint in
areas that I want to tighten up.
Artist Portfolio
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Digital Art Masters | Alien Creature
116
Characters
By Nils Meyer
Software Used: ZBrush
Introduction
My goal for this personal project is to create a
finished, quality image in less than 16 hours. Time
is such a valuable asset considering the tight
deadlines in our industry that it pays to be quick
in your work.
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Digital Art Masters | Alien Creature
05
At some point during the modeling process, I’ll
try a first color pass. This helps me to get an
idea of how the figure will look; it also helps to
differentiate different parts of the model (teeth,
eyes, etc.).
Posing
06
To prepare, I rebuild the topology. I do this firstly
because it makes it easier to add small details QRemesher then calculates a new mesh with Now the model is done it’s time to tackle the
without having to deal with any artifacts created clean geometry. I then subdivide this mesh to UVs. My plan is to bring the mesh into 3ds Max for
by the DynaMesh tool. Secondly, I need a low poly allow for the detail from the previously made rendering layers, which I then use to create the
mesh for the unwrap. Finally, I want symmetrical copy. final composite in Photoshop.
geometry that will allow me to use poseable
symmetry. Before starting to pose I always add a layer, With the ZBrush Unwrap tool, I don’t worry
which is essential if you want to modify both about being efficient with texture space. All I am
I make a copy of my model, select the Topology sides simultaneously. Poseable symmetry concerned about is getting my PolyPaint data
brush and draw lines along the major anatomical usually works on a posed model, but I like to be from ZBrush into the rendering package (Fig.07).
landmarks determining the edge flow. able to return to my “T-Pose” because poseable
symmetry doesn’t always seem to work reliably. Texturing, Rendering and
Compositing
I now use the Transpose tools to pose my I paint the texture in ZBrush, adding a purple
character; I want him to lean forward, ready to tone for the shoulders and brighter, fleshier tones
jump at his victim (Fig.06). Keeping the rules of for more vulnerable areas. I mainly use the SSS
thirds in mind, I set up a camera. render for these parts, before adding color noise
to break up the big surfaces.
After the pose is done, I have to fix some of the
joint areas to reflect the updated tension around Now I turn the PolyPaint into a texture by creating
the muscles. a normal map in ZBrush and using my diffuse as
the source for the spec. I start up 3ds Max and
I use one more division level to add to the final import a mid-level version of the mesh.
skin detail in those areas. The Dam Standard
brush works wonders in combination with the I create a scene and render it with a similar
07 random Clay BuildUp brush detail. camera setup to the one in ZBrush, and find a
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Characters
Features
For the eyes, I aim for dark, wet, shiny and
translucent. The texture is simply a blurry red
circle on a black background, but I pay a lot of
attention to getting the shaders exactly right. I
blend the layers to get the translucency by using
the SSS render combined with the high spec
render. I then make sure that the eyes work by
08
doing a lighting test. Finally, I add a little bit of
moisture by painting the mask for the high spec
render around the eyelids (Fig.09).
09
Artist Portfolio
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Trooper © Renato Nicolas Gonzalez Aguilante
Characters
Introduction
A while back I started work on a new personal
project: a short film with droids, robots, guns and
machines. That’s what gave rise to this character.
Concept
When I make a 3D model, I usually start by doing
a very basic sketch in Photoshop so I can try out
different variations of the same idea (Fig.01). At
this point I don’t spend much time on the details,
01
as I’m only interested in finding the basic shape
of the character and a strong silhouette.
Modeling
To make the model, I used the standard polygon
method in Maya. I needed hard surfaces, so I
started blocking in shapes first to get something
similar to the initial sketch. During this stage I
also like to work with an instanced duplicate to
create the symmetry.
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Digital Art Masters | Trooper
Post-production
The final presentation is a very important part
of any work and can help to add realism to a
character. Firstly I applied a Sharpen filter to the
image in Photoshop (Filter > Sharpen > Sharpen),
which instantly increased all the details in the
scene.
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Characters
I changed the parameters under the Chromatic Without Chromatic Aberration With Chromatic Aberration
Aberration settings to get the right color variation.
Conclusion
The hardest part of this project was the modeling
and the shading. Modeling everything in Maya
without the help of ZBrush was sometimes
tedious.
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Digital Art Masters | Koala King
124
Characters
By Rodrigue Pralier
Software Used: ZBrush, Photoshop
Introduction
For this piece I had two goals in mind. I wanted to
do a koala version of Monkey King and I wanted
to try rendering in ZBrush. I usually use 3ds Max
with V-Ray, but wanted to develop my skills in
polypainting and test the BPR render in ZBrush.
I needed to begin
considering the
details of the design
in more depth, so I
began taking quick
screenshots of the
model and testing
paints in Photoshop.
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Digital Art Masters | Koala King
Leaves made and placed in Base props made in 3ds Max and then
3ds Max converted in DynaMesh in ZBrush
04
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Characters
09
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Digital Art Masters | Koala King
Rendering
For the most part, I used the standard settings on
BPR to generate all the basic rendering, and only
changed the shadow and AO resolution to 1024
and the rays to 40.
The Background
Finally, I added some simple ground geometry 10
13 14
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129
Orchid © Pascal Blanche
Characters
By Pascal Blanché
Software Used: 3ds Max, ZBrush, Photoshop
Details in ZBrush
After setting up the pose of my character and
deciding on the elements I wanted to include, I
created a spacesuit resembling something built
from scratch. 01
Fortunately,
ZBrush is a powerful
sculpting tool so it
wasn’t long before
I realized that I was
going in the wrong
direction.
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Digital Art Masters | Orchid
Rendering
When the elements were refined enough, I
exported them all back to 3ds Max for the
texturing, lighting and rendering. With all the
details from the ZBrush models, I like to let the
reliefs talk for themselves and so I created a
shader to take advantage of this, as it allowed me
to use complex, layered colors, similar to the dry
brush effect on figurines.
Five Colors
Once the rendering was done, I moved on to the
last and most enjoyable step: Photoshop. First I
isolated the values and shadows of the picture on
different layers. I used the color selection to do
this, but you can also make a multipass rendering
in ZBrush.
05
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Characters
Destroying the 3D
When the colors were right, I flattened the layers
and started to make copies of the image to add
effects and gradients. I like to merge a realistic
and painterly feel in my work and make it less
obvious that it was rendered with 3D software.
The filters I use most in Photoshop are Cutout,
Dry Brush, Paint Daubs and Poster Edges.
Final touches
Last but not least, I added some final polish to
a few details by using textures to add depth,
reworking tiny details by hand – such as the
eyes – and rebalancing the general tone. Finally I
added the framing and voila! 06
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Abs Man © Marat-Ars
Digital Art Masters | Abs Man
By Marat Ars
Software Used: 3ds Max, V-Ray
Introduction
Greetings to all. First of all, I’d like to say thanks
for choosing my work for this issue of Digital Art
Masters. I’m really proud and appreciative.
Concept
The idea was to redesign The Absorbing Man, a
Marvel character. I wanted to send this character
to Chernobyl, a nuclear risk zone in the Ukraine,
where he would absorb radiation which could
affect his appearance.
I made the garbage with NVIDIA physics and then I wanted the objects to look like products of the Sculpting
created the particles using the Particle Flow USSR, except the MP3 player and headphones I then exported the meshes back into ZBrush
system to simulate some radioactive artifacts. I which I added for a bit of humor to brighten up for sculpting. I used QRemesher for some of the
made the fishnet using NVIDIA mCloth and also the gloomy atmosphere. At this stage I made larger parts of the model. It worked fantastically,
made a video of the process, which you can find an environment, created studio lighting and was really fast and I was impressed with the result
on my YouTube channel. cameras for the final render (Fig.04). (Fig.05 – 06).
04 05 06
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Characters
07
Post Effects
For the final image, I created some post effects in
After Effects. I also used plugins like Magic Bullet
Looks and Video Copilot Optical Flares, which are
my favorite plugins for After Effects Fig.09.
Artist Portfolio
© Marat-Ars
137
S k y M a c h i n a © Sitting
Marc © Theo
B r u Prins
net
Fantasy
Theo Prins
[email protected]
http://www.theoprins.com
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Death © Mariano Steiner
Digital Art Masters | Death
By Mariano Steiner
Software Used: ZBrush, 3ds Max, Photoshop, V-Ray
Inspiration
The original idea for my project Death was 1 2 3
My final idea: A
female body in a
“story-telling” pose
that embodies the
concept of death.
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I used the
Clay brush with
the sSray stroke to
paint the majority
of the surface and
subdivision levels;
this helps create a
good quality skin
effect.
Color
When the sculpture had been largely completed,
I began to set up a color palette. I used the Clay
brush with the Spray stroke to paint the majority
of the surface and subdivision levels; this helps
create a good quality skin effect.
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05
Lighting
Having developed my image to the final render,
I decimated the model and sent it to 3ds Max to
work on the lighting.
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© Mariano Steiner
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A Kind Soul © Esben Rasmussen
Digital Art Masters | A Kind Soul
By Esben Rasmussen
Software Used: Photoshop
Introduction
I am a student at The Animation Workshop
in Denmark, undergoing the last year of my
bachelor’s degree in CG Art. I mainly work with
conceptual art, character design, illustration
and visual development. My goal is to become a
very versatile artist, capable of working in a wide
range of styles.
Concept
Before starting a piece, it is important to have a
clear idea about where you are going. Firstly, ask
yourself, why are you making it? For this piece, I
wanted to tell a story and create a high quality,
detailed piece of work to add to my portfolio.
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05
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Juezhan © Fenghua Zhong
Digital Art Masters | Juezhan
By Fenghua Zhong
Software Used: Photoshop
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03
connections within both the imperial court and guillotine (Fig.05) creates momentum and a Qing dynasty was the flying guillotine, as it is
the assembly of martial arts factions, who were connection between the two forces in battle, as agile and suits the image of an assassin.
now unified (Fig.03 – 04). well as guiding the eye of the viewer.
As they are from the imperial court, their clothing
I also took the power disparity into account when Detailing is made of expensive materials like silk and
deciding the composition. Facial expressions I designed the imperial fighters as assassins, is more uniform, demonstrating that they are
and body language show who is the aggressor wearing light clothing and armor for agility and trained professionals. The colors they wear are
and defender, while the direction of the flying mobility. Their weapon in the legendary Chinese dynamic and restless as they are the shadows
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Conclusion
I feel that there are areas which could be
improved upon. The overall color palette could be
more balanced for example, and the composition
of the subjects could also potentially benefit
from more balance to add rhythm. On the whole,
I enjoyed painting the piece and learned more
about painting light in busy scenes. 06
07
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Digital Art Masters | Boston Common
By Gilles Beloeil
Software Used: Photoshop
Introduction the camp near the tents. This worked in terms so I chose colors from various photos and started
The goal of this concept was to help the level of action, but being too close to the character blocking them in (Fig.01). I then continued mixing
artists to make this area of the game interesting meant I wasn’t able to describe the organization in some photos, textures and paint to find some
to look at, as at this stage they only had a flat of the camp. So my only option was to set a interesting shapes.
area covered with an alignment of military tents. higher point of view. Initially, I intended to show
The challenge was to create a varied and organic Connor planning his infiltration while observing It is a very fast process at the beginning. I paste a
look without killing the feeling of military order. the camp from a tree. photo, a texture and/or a concept and play with
it, blending, then picking colors and painting over
I began by doing some sketches. My first idea was Painting it again, experimenting until I find a composition
to show the main character, Connor, infiltrating I wanted to recreate the feeling of morning light, that inspires me.
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Boston Common © 2010 Ubisoft Entertainment. All Rights Reserved. Assassin’s Creed, Ubisoft and the Ubisoft logo are trademarks of Ubisoft Entertainment in the U.S. and/or other countries.
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02
Lighting
At this stage, I wasn’t very happy with the
03
lighting. The foggy atmosphere looked kind of flat
and didn’t add any interesting volumes. I decided Corrections to change the point of view. This is very time-
to introduce a stronger key light with sharp I was concerned that the players would be consuming in 2D, as when the overall perspective
shadows, which improved the scene (Fig.03). I unsure that Connor was looking at the camp, and changes, you have to repaint (or readjust) almost
liked the way this sunlight warmed up the grass confuse this with someone at the bottom of the everything. But fortunately at this stage, it was
and added a nice flicker across the water. tree. I also didn’t want a tree in the extreme left still very sketchy without too much detail.
foreground with another on the right, as having
I was also able to get a stronger silhouette for the two shapes so similar weakened the composition. After this correction, the overall composition
main character thanks to the bright area behind was improved and the image became more
him. Something still bothered me though; the I needed to reconsider my overall idea to create interesting. The organic shapes of the tree on the
tree supporting Connor seemed in the middle of some variety. I thought of adding a building on left contrasted with the very straight silhouette of
the main road which didn’t feel right. the right side to perch Connor on, so I decided the church added on the right (Fig.04).
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© 2010 Ubisoft Entertainment. All Rights Reserved. Assassin’s Creed, Ubisoft and the Ubisoft logo are trademarks of Ubisoft Entertainment in the U.S. and/or other countries.
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Stare © Levi Hopkins
Digital Art Masters | Stare
By Levi Hopkins
Software Used: Photoshop, 3ds Max
Introduction
I often find that commissioned work does not
give me enough time to explore experimental
techniques due to the strict deadlines and very
specific design briefs, so whenever I get a break
from work, I like to test out interesting techniques
in my concept art. As this example was one of my
own experimental pieces, I was able to start it
with a different mindset.
02
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03
Painting the standard clichéd birds for scale was obviously later on and go back to a prior state. I never fully
I wanted to create some contrast to the over- necessary at this point too. I also added an commit to anything in a painting, which allows
powering horizontal planes created by the main adjustment layer at this point to push back some me the flexibility to change things on a whim.
chunk of ruins, so I added some standing columns of the saturation and create a more cohesive
in the background to distract the eye with vertical palette (Fig.04). At this point I realized I wanted to add a
elements. foreground element and bring the scene closer
I continually used adjustment layers during the to the viewer, alongside some more elements to
I painted in more painting process. The nice thing about these convey scale. I quickly blocked in the silhouette
details by jumping is that I can just turn them off or delete them of a simple character riding some sort of animal
around the canvas
with no real plan in
mind. Adding in the
standard clichéd
birds for scale was
obviously necessary
at this point too.
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Perpetuum Mobile © Gediminas Pranckevičius
Digital Art Masters | Perpetuum Mobile
By Gediminas Pranckevičius
Software Used: Photoshop, 3ds Max
Introduction
A little art gallery in the small town where I grew
up invited me to participate in an art exhibition
and submit my drawing, Perpetuum Mobile.
Translated from the original Latin, perpetuum
mobile means “perpetual motion”. For me the
most interesting impetus is man’s desire to
create. When trying to visualize this concept it
wasn’t very clear initially, but after thinking about
the subject for some time, I came up with the idea
of a watermill on an island.
Within one’s
imagination, images
aren’t defined, 01
holding infinite
possibilities which
are instantly
tangible.
Sketching
Before starting a new project I try to remind
myself not to rush things. The best way to start is
to draw a few little sketches. This helps determine
the most suitable viewpoint, composition and
lighting in line with your idea.
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Adding Color
When everything is close to being finished, I
merge everything into one layer and add color
04 using Color Balance (Ctrl + B), and sometimes
05
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Digital Art Masters | Perpetuum Mobile
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Artist Portfolio
© Gediminas Pranckevičius
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Fate © Piotr Jabłoński
Digital Art Masters | Fate
By Piotr Jabłoński
Software Used: Photoshop
Introduction
In my opinion, the first stages of creating an
artwork are the most important. Before I start
working in Photoshop, I give some thought to the
mood and emotions I want to convey. Then the
next step is to do some research and compare
this idea to existing artworks, photos or movies.
Details
This is the longest and most laborious part
of painting, but watching the progress is very
satisfying. I don’t use many brushes; usually I
choose five or six and tend to use the same one
for about 90% of the painting. I add windows and
roofs to the buildings and try to add interesting
details to the lower floors (Fig.03).
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Finishing Touches
At this stage the image is almost finished, but
you can always try to make something more
of it. I find this is the most enjoyable part of
04
the process. For this work, I experiment with
different color layers, using Color Balance and
the Channel Mixer. I also adjust the contrast and
check the gradients to see and how they work
when blended (Fig.05). It is quite easy to mess up
the image at this stage, so I keep the output on
a separate layer in order to check it from time to
time to see if my direction is still good.
Artist Portfolio
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Digital Art Masters | Into the Abyss
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Digital Art Masters | Into the Abyss
By Rasmus Berggren
Software Used: Photoshop
Introduction
My initial idea began with a rough ink and marker
pen sketch on a small 8.5cm piece of paper
(Fig.01). I find that the small format works well at
this stage as I don’t get lost in the details from the
beginning and so my creativity is uninhibited.
Composition
The next step was to import my sketch into
Photoshop and start a grayscale image (Fig.02).
I always find grayscaling is a good foundation
to help with the value of the image, and in this
case it highlighted a couple of issues with the
arrangement.
01
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I made an effort
to show the dense
jungle outside,
overgrown rocks
and hanging roots.
I think this helps
the viewer get more
involved in the
illustration.
04
I also wanted the light from the outside to fall To help my final color, detail and texture choices, hanging roots. I think this helps the viewer get
through the opening, so there would be a lot I researched Mayan architecture and looked more involved in the illustration (Fig.05).
of nuances to use in the bounce lights. At this at images from a trip to Mexico, where I visited
stage, I also tightened up the perspective as I ancient temples. It inspired me to make faces and Details
thought that the temple ought to feel epic and rock formations. It‘s important to me to indicate I wanted this piece to feel dense and contain
overwhelming, and scaling the characters down location in an image, so I made an effort to show numerous areas of interest. As the viewer’s
helped achieve that feeling. the dense jungle outside, overgrown rocks and eye will primarily focus on the exterior and the
05
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Digital Art Masters | Into the Abyss
06
traveling company, I thought it was important Final Adjustment To make atmospheric perspective simpler,
to make these areas detailed and interesting. Atmospheric perspective describes how the I sometimes use Photoshop to make a new
I colored the torch-bearer’s shirt with a lighter appearance and placement of an object is layer on my image and color-pick the sky. After
color as this allows for a greater reflection of light affected by the atmosphere. I have found that adjusting the opacity of the layer, I then paint
compared to a dark, silhouetted figure (Fig.06). objects usually get lighter and less detailed as the over objects that are furthest away from the
distance from the viewer increases. The objects viewer to add that extra level of atmospheric
I made the figure descending into the darkness also seem to blend towards the color of the sky. perspective (Fig.07).
cast a long shadow, which enhanced the
atmosphere by making the descent more To imitate this, I lightened the entrance a little Comparing the last image to the final piece,
dramatic and foreboding. It’s these small details and indicated small holes in the ceiling that it is clear that there is a greater depth and
that create an eerie feeling in the illustration. project light-beams. atmosphere evident with these techniques.
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© Rasmus Berggren
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Digital Art Masters | Snowfall
By Thomas Scholes
Software Used: Photoshop
Reclamation back this energy as the catalyst for new work, but value was not the end result but the many things
I think as artists we give the majority of our we gain another opportunity to answer questions learned throughout (Fig.01). I’ve got dozens of
energy to our work and as such, we lament our left unresolved, to pick up where we left off with these dead-ends lying in wait, few with enough
failures and all wasted energy. Therefore, not the benefit of a fresh perspective and frame of value to share on their own, but each with
unlike those that live paycheck to paycheck mind. elements worth saving and re-examining.
financially, we must take great care with our
motivational budget. Each dead-end, though The image in question was born in this manner Exploration
it has returned much in the form of knowledge and is similar to much of my work. In this specific Having little to no expectations at this stage, I
gained, still represents a significant investment example the image borrowed was a simple am free to explore the potential of what I have
left unclaimed. In its reuse, we not only claim sketch, a fairly unremarkable dead-end whose before me. By employing this process of unbound
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01
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Digital Art Masters | Snowfall
02
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05
the impression of snow, so I adjust the palette the preceding process. This may seem counter- can be as simple as trimming or augmenting
and add a bundled up figure (Fig.05). It is no intuitive, but it’s a worthy investment that greatly a few angles or as complex as transforming
coincidence that this contrasts not only with the amplifies the larger statements. and distorting entire regions into place. As the
mood of the original sketch, but also with the structures in this image are rather organically
palette of the other paintings I am working on at Confident that the subject, mood and constructed as well as a bit worn and sagging,
the same time. composition are nearly finished, I decide to I don’t feel it necessary that each component
backtrack a little and unify the perspective. This should share the same vanishing point (Fig.07).
This variety is necessary as I’ll often find myself
asking the same questions, and though solving
these problems is a worthy endeavor, it is often
through shifting focus and answering new
questions that old issues are resolved.
Refinement
The structure of the image is now almost resolved
and from here on most changes are just cosmetic.
There is a constant back and forth of massaging
the small shapes, angles and brush work to
enhance the potency of the overall composition
and readability of the image (Fig.06).
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Digital Art Masters | Snowfall
08
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Alien
Sky Mach i n aForming
© M a©rAndrew
c B r uBaker
net
Sci-Fi
Andrew Baker
[email protected]
http://andbakerdesigns.blogspot.com
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Repairs © Andrzej Sykut
Digital Art Masters | Repairs
By Andrzej Sykut
Software Used: 3ds Max, V-Ray, ZBrush, Wings 3D, Photoshop
Concept
I have always found images of things being built
fascinating. I love those “cutaway” illustrations
that show the insides of ships and planes – I
can stare for hours at them. Seeing the feats of
human engineering like a big ship or a space
shuttle from the inside always stimulates
something in my head.
Within a shuttle,
there are contrasts
within contrasts:
old computers mixed
with cutting-edge
tech, held together
with duct tape.
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03
components from other projects.
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Digital Art Masters | Repairs
My favorite part of
the image is the duct
tape. In reality, it is
used to hold things
together in even
the most unlikely of
places.
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© Andrzej Sykut
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Industrial Rust © Andrew Averkin
Digital Art Masters | Industrial Rust
By Andrew Averkin
Software Used: 3ds Max, V-Ray, After Effects CS5
Concept
I’ve always been fascinated by sci-fi, robots and
mechanical objects from movies, games and real
life. I’m also a big fan of industrial and post-
apocalyptic themes, so I’d had a rough vision of
this image in my mind for some time.
In order to make 01
02
In order to make the work process easier, I These smaller individual pipes and panels were
realized that it would be quicker and easier to combined to construct several larger mechanical
build both large and small modular components, forms (Fig.03).
03 forming a base construction set.
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Digital Art Masters | Industrial Rust
09
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Sci-Fi
Texturing
I gathered many of my textures from graphics and
specialist websites to build up a decent range in
my portfolio.
As I was trying to
create an abandoned
atmosphere, I used
VRayDirt to draw a
cracked texture on 10
11
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Digital Art Masters | Industrial Rust
Post-processing 13
I found it easier to do post-processing entirely in
After Effects CS5 as this allowed me to manipulate
layers, effects and sequencing more easily. The
final picture resolution is 5000 x 2146 pixels,
which took around five hours to render (Fig.13).
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Sci-Fi
Artist Portfolio
© Andrew Averkin
205
Naomi, War Machine © Applibot, Evan Art Studio 2012
Sci-Fi
By Evan Lee
Software Used: Photoshop
Introduction
I’m Evan Lee and I’m really excited to have the
chance to share my workflow with all of you.
Before I start to
render my sketch, I
usually divide the
image into several
layers according to
graphical elements,
from foreground to
background.
I’m used to creating masks with brushes instead If the image is not intended for 3D modeling
of the Lasso tool. In terms of favorite brushes, purposes, I won’t clearly specify how the parts
I personally prefer the ones that are similar to are constructed during the early sketch phase.
dry oil brushes instead of loaded brushes that Instead, I will randomly block in areas during the
02 have hard, crisp edges because I will purposely coloring phase (Fig.02). By doing this, I usually
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Digital Art Masters | Naomi, War Machine
03 04 05
come up with some happy accidents that I I believe that heavy industrial styles have a lot in the foreground. To be honest, I don’t like to
would then further detail out. I really enjoy this of pipe elements; therefore the inspiration for spend a lot of time on unnecessary details. The
way of working; it makes designing much more this base came from public parking structures, overall feeling of the painting is more important
interesting and presents unlimited possibilities. especially the venting pipes that hang from than the tiny details.
the ceiling. I added some cables and storage
Texture and Surfacing containers in the background to depict the I want every element in the image to feel like
Regarding the choice of material and how the preparations being made in the base, paired with it naturally belongs there, and try to avoid
surface texture is indicated, we need to be the pilot getting ready to operate the combat inconsistencies. I believe a good sci-fi piece needs
cautious of the level of reflection in order to machine (Fig.06). to portray a convincing futuristic theme. The
portray different types of material. For example, audience should be able to see what the artist
most of the surfaces in this image are metallic, As opposed to rendering the distant background, is trying to convey just by looking at the image.
and so in order to achieve good results I need to I’d rather spend more time on the foreground, The truth is; this has been a goal that I have
differentiate the amount of reflection on each using highlights to exaggerate the sense of space continuously been trying to pursue as well.
separate part. I tend to use high contrast colors
and subtle color shifts to diversify the appearance
of the main feature (Fig.03).
The Background
The final step is to create the background. The
visual effects used in this instance are to enhance
the atmosphere of a sci-fi theme. 06
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Sci-Fi
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Working Droid © Brian Sum
Sci-Fi
By Brian Sum
Software Used: Photoshop
Concept
I’ve always liked the idea of deep-sea exploration
vehicles like the one from the movie The Abyss
and James Cameron’s Deepsea Challenger. I
thought I’d try an exploration vehicle along those
lines, but with a touch of sci-fi.
Blocking
01 02
Photoshop CS6 is the program of choice for most
of the work I do. I’ll use 3D programs sometimes
to help block in elements in my scene, but when
it comes to the painting stage, Photoshop is
my favorite. I began blocking in shapes with a
standard Round brush in grayscale (Fig.01).
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06 07 08
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Sci-Fi
Polishing
I was pretty happy with the overall color tones
and design at this point. All the essentials were
there now and the next step was to go back in
and start polishing. I knew from the beginning
that I didn’t want this piece to be photorealistic.
Artist Portfolio
© Brian Sum
213
Space Station © Donglu Yu
Digital Art Masters | Space Station
By Donglu Yu
Software Used: Photoshop and ArtRage
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Sci-Fi
04
point is to establish the overall picture; the final box. This way, the adjustment layer only affected to keep only the essential parts of the photos,
details can be re-added later when the color is the highlight in order to make it more cyan/blue, erasing them or applying masks, so that they
introduced. while still preserving the warm tones for other didn’t take away the painterly effect of the image.
parts of the image (Fig.04).
Colors ArtRage
At this point, I added some basic color to the Now I had the basic colors, the next step was I am a big fan of using ArtRage for traditional
image. I first applied a Hue/Saturation filter to painting and mixing in other subtle colors using painting effects. If you compare the two images in
give the image a desaturated, warm, yellow tone. the brushes. I spent another three hours on this Fig.05 you can see the image on the right includes
Then I applied a Color Balance adjustment layer process and occasionally incorporated some some “oil paint” effect brush strokes, which lend
by choosing the highlighted option in the dialog photos to give it a sense of realism. I was careful a subtle depth and pick up light on each stroke.
05
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08
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Sci-Fi
Artist Portfolio
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Athena © Eduardo Peña
Sci-Fi
By Eduardo Peña
Software Used: Photoshop
Introduction
Before entering into the development of a piece, I
always like to imagine that I am a character living
in and experiencing the world that I’m creating.
I try to imagine everything about the world, like
I’m breathing the air and feeling the climate. I
also love to consider what music would best suit
the piece, to turn it into a complete cinematic
experience.
Generally, I do
not use a defined
formula for all
of my paintings; I
am always open to
experimentation.
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Trying different
construction
methods can help 02 03
you to develop
personal artworks
and create your own
visual language.
04
I now have enough information to start
refining some areas and adding elements in
the background, for example, which give more
of a sense of depth. The floating capsules are
another aspect which play the role of Hermes, the
messenger of the Gods, within the narrative.
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Artist Portfolio
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Bike Guy © Ioan Dumitrescu
Digital Art Masters | Bike Guy
By Ioan Dumitrescu
Software Used: Photoshop
Introduction
I will be talking about a piece I did as part of my
daily speed painting routine of different scenarios
to warm up.
Painting
This time I started blocking in the first picture
that came to mind: a hanging vertical pillar in
the background where the guy stands next to his
tethered bike. Immediately I saw the chance to
use perspective to control my composition, so I
blocked in some huge shapes to figure out later.
As for the background, I wanted to suggest a
huge expanse of land and buildings, and I liked
the idea that you couldn’t see where they either
started or finished. Similarly, you can’t see where
the buildings in the middle ground come from
or how they are supported structurally, which
I thought would create interest and excite the
viewer’s imagination.
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© Ioan Dumitrescu
227
Organic Fascinations © James Wolf Strehle
Digital Art Masters | Organic Fascinations
How it Came to Be
The inception of this piece is, admittedly, a bit
irregular. I say this because it actually started out
as a playground to test new brushes for another
piece I was working on for a client at the time.
The job required painting vast meadows and
rolling hills, but I wanted to do a few tests first
which is how Organic Fascinations was conceived.
While working on this, I would regularly jump
back and forth between the client’s image and
the test piece. Once I found something that
worked, I would hop over to the client’s image
and duplicate the texture work I had just created.
I originally had no intentions of finishing the
01
piece, however, halfway through the image I
realized, “Hey this looks pretty cool!” After this
realization, I promptly finished off the client’s
work and headed back into the personal piece in
order to give it some proper TLC.
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04
tend to dominate the image if you are not careful. experimental nature of the piece. I spent a great of the tools you are provided with. Photoshop
Modesty is key, otherwise you may end up with deal of time in this stage of the painting working and other such programs are extremely robust
hideously oversaturated “experiments”! over already finished sections just to test out and versatile. As long as you maintain a steady
various brush options. This certainly isn’t the awareness of your actions and don’t lose sight of
Defining the Concept most efficient way to go about painting an image, the overall purpose then you will be okay.
After deciding that I was going to follow through but having the opportunity to mess around with
with the piece, it was time to figure out what I it without the stress of deadlines can be very That being said, I would often copy and paste
actually wanted to do with it. Often when I am therapeutic. It can often yield benefits such as the already painted vegetation throughout the
unsure about which direction to go in, I tend to discovering new shortcuts and techniques, or landscape. I habitually altered the size, shape
lean towards the subject matter that I love. alternative uses for brushes (Fig.05). and contrast levels as I progressed in order to
ensure things looked natural (Fig.06). Using such
It is easy to become Some artists choose to stick with the basics, techniques can speed up your progress. This is a
lazy and reckless if treating digital art as they would a traditional great benefit, of course, but do not substitute it
you are not cautious. medium, which is perfectly fine. Personally for well thought-out design. It is easy to become
though, I feel one should take full advantage lazy and reckless if you are not cautious.
As an avid hiker, something about the image gave
me a nostalgic sense of awe; the same feeling I
experience when approaching a break in the trees
or finally reaching the long-awaited viewpoint.
I didn’t want to just stick the clichéd traveler in
and call it a day though, so I decided to mix it up
a bit with another of my passions: science fiction!
The merging of these two passions created an
interesting juxtaposition between the contrasting
themes. Once I had the idea in place, it was
simply a matter of filling it all in (Fig.04).
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07
Refining the Concept To do this you duplicate the desired layer twice Conclusion
As I continued working on the piece I thought and then head into the levels. Once there you In the end, this piece is really about discovery;
about the relationship between the robot and drag the channels to the right so you have one not only in subject matter, but also in practice.
the environment, and continued to refine the version that is red and one that is blue. Finally As an artist I think it’s part of who I am to be
story behind the image. My mind often runs off you set the layers to Lighten and nudge the driven by curiosity and a sense of exploration.
in multiple directions, but I eventually settled on duplicates in the direction of your choice. It’s important to try new things and traverse
the vision of a robot standing before something themes that are outside the familiar. It invigorates
so incredibly foreign to its own being. An artificial The image also needed color adjustments, as well the creative spirit and cultivates growth. I hope
intelligence admiring nature, something it is not as some final details to bring it all together. Once you have enjoyed this glimpse into my creative
born from but is still somehow moved by (Fig.07). these tasks were done I gave my chiseled down process and, at the very least, had fun looking
digital pen some well deserved rest (Fig.09). through the various steps in the development.
As an artist I think
it’s part of who I
am to be driven by
curiosity and a sense
of exploration. It’s
important to try new
things and traverse
themes that are
outside the familiar.
08
Coming up with a great concept is very important.
A great concept will almost always triumph over
technical skill. If you have a great idea, push it
one step further. Put yourself in the subject’s
shoes. Who are they? What are they thinking?
Why are they in this situation? Asking questions
like these will strengthen your concept and add a
level of believability to the image that would not
be there otherwise.
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PHOTOSHOP: INDUSTRY
TECHNIQUES FOR
BEGINNERS
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Digital Art Masters | Consumed
By Toni Bratincevic
Software Used: Photoshop, 3ds Max, ZBrush, V-Ray,
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Layout most important stages from an organizational Blocking in some provisional lighting helps me
After the initial sketch was done, I decided to perspective, since establishing the correct camera decide how detailed the objects need to be under
do a basic layout in 3ds Max by creating and angle, basic shapes and lighting can help later that key light, whilst something that is in shadow
remodeling simple objects such as boxes and when making decisions about how to focus my and out of focus can be treated as a simple
cylinders (Fig.02). This is probably one of the time on the more important parts. compositional element.
Modeling
Most of the modeling was done in 3ds Max using
tools like Extrude, Cut, Chamfer, Connect, Bridge,
etc. In some cases, especially for round pots,
I drew a curve and used the Lathe modifier to
get the basic shape before making handles by
extruding and modifying a simple box object.
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Digital Art Masters | Consumed
03
These were created in separate files and then reflectivity and bump, I then took those textures intensity in the central area of the scene, and then
merged into a base scene file where I copied and into Photoshop and started painting custom added a few more cold lights to blend the warmer
moved them around to make the scene more details like scratches, dirt and grease, etc (Fig.05). parts of the image with the darker foreground
complex (Fig.03). areas.
Lighting
I also used ZBrush to sculpt the character, When I started working on Consumed, I created At some point, I decided to redo the lighting and
background wall and some rocks. For the a basic lighting setup using V-Ray plane lights. I improve it. This time I took a more interactive
character, I created a basic mesh in 3ds Max, then started with one warm key light to increase the approach. I used V-Ray RT to get real-time
tweaked the pose and modeled the mechanical
parts before exporting objects in an OBJ format
and importing them into ZBrush. I then used
Claytubes, Inflat, Pinch and Dam Standard
brushes to sculpt folds on the base mesh. Since
I had no intention of animating the character, I
simply exported a high res mesh from ZBrush and
used it in the final scene (Fig.04).
Texturing Materials
04
Around 70% of the textures were painted in
Photoshop using tileable textures to achieve a
base look. This is how I usually start texturing
a scene. I begin with tileable textures and
then decide which objects need an additional
custom texturing pass, which I will then paint in
Photoshop.
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06
I used V-Ray to
render Consumed,
as in my opinion, it
is probably the most
advanced render
engine available
today, especially for
small scale projects.
Rendering
I used V-Ray to render Consumed, as in my
opinion, it is probably the most advanced render
engine available today, especially for small scale
projects. I used a V-Ray camera with a small
amount of Cubic Distortion (0.05) to get a more
realistic lens effect. It’s not obvious, but it creates Distortion 1.5
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Digital Art Masters | Consumed
Raw Render 09
1500 samples and also activated Use Light Cache Similar flexibility can be achieved in Photoshop, Conclusion
for Glossy Rays to speed up the final render. but it’s still not on the same level as compositing Consumed was made as a dedication to a person
programs like Fusion. Finalizing in Fusion is also who had Alzheimer’s disease and lived next
Compositing preferable to V-Ray as it takes much less time and to our apartment when we lived in Croatia. I
I made the final color corrections using Fusion has an interactive workflow. thought about that person a lot, about how his
6. One of the main reasons I use Fusion is that memories of life were disappearing and how
it has a completely nondestructive workflow. I To finish the image, I used a lot of color those memories are what create one’s identity.
usually make a basic color correction flow during corrections and made some areas darker, applied What was left of him was practically just a shell
development of my images and as Fusion is a small amount of the Sharpen filter and then – a body without substance – which is basically
nondestructive, I simply need to plug in a new added some noise at the end. The final image what the character in the scene is: an empty suit
beauty render from V-Ray and in few seconds I is very different from the raw render I got from that represents a body without anything inside,
can see the final color corrected image. V-Ray (Fig.09 – 10). but which is kept alive by the forces of time.
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Cricket Exo-Suit © Matthew Burke
Digital Art Masters | Cricket Exo-Suit
By Matthew Burke
Software Used: 3ds Max, mental ray, Photoshop
Introduction
Over the years I have managed to avoid wearing
ties. In fact, I do not even own one, to my
knowledge. This is due primarily to the fact that
I have been employed as a concept artist for the
last twelve years and my employers care little for
my appearance or personal hygiene. I confess I
have a profound love for my job.
Getting Started
Proper art etiquette dictates that I should be
stressing the importance of dozens of thumbnails
to explore a design before diving in. This is the
accepted rule of thumb for any concept artist;
however, in the spirit of full disclosure, I hate
them.
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Digital Art Masters | Cricket Exo-Suit
Bare Gray Matte Shiny Reflective Dark Gray Matte Diffuse Color
06
reflectivity of the materials to help separate and separate the mech from the background, Overlaying Textures, Decals
areas further. The additional time and attention the ground and the shadow (saving each on a and Finalization
invested at this stage saves hours down the line separate layer for later use). Then I import each To really “sell” the believability of a mech, it’s
when I get to painting in Photoshop. of the material renders in on higher layers, saving important to add imperfections and a history of
the diffuse color render for last. wear and tear to make it appear plausible to the
Rendering in Stages viewer. Throwing on some rust and dirt around
Now that I have the final model posed and lit, and Decals, additional edges, some scratches, prior battle damage or
have added materials and applied a fixed camera striping and subtle chipped paint tells a subtle story beyond a single
position, it’s time to start rendering in stages. In text also contribute image.
addition to the original render I use the following to grounding your
passes: bare gray matte, shiny reflective, dark image. Decals, additional striping and subtle text also
gray matte and finally, a diffuse color map contribute to grounding your image. This may
(Fig.06). I prefer to use the mental ray Daylight Using the Selection tool, I separate each color seem like trivial detail, but when done correctly
system for these. within the diffuse color render into its own it can make an image sing. Just remember that
individual layer. This not only offers more control these elements are only intended to help define
It’s important to remember that each has over the image, but it also makes it simpler for an image and not overpower it.
the identical lighting, camera position and is easy selection sets when we start our painting.
rendered at the exact same size as the original. Lastly, to finalize the image, I concentrate on the
I save out each as 32-bit TGA files for easy alpha In Fig.07 you can see how I have arranged my readability of the composition. Applying a colored
channel selection. layers and the modifiers applied to each. This overlay at a low opacity helps unify the colors of
process allows me to establish an ideal base the piece, and using Darken and Lighten layers
Layering Renders in Photoshop render in which I have full control over my level of helps subdue and enhance areas of focus. The
Now for the Photoshop stage of development. color saturation, the reflectivity of my materials only thing left now is to just sit back and admire
I open up the original, fully colored version and the overall level of contrast of the piece. your work… if done correctly, you won’t be alone!
Flattened Copy
Color Burn 38% –
Soften 26% –
Darken 100% –
Multiply 53% –
Overlay 100% –
Darken 47% –
Darken 74% –
Screen 100% –
Overlay 100% –
Overlay 21% –
Multiply 100% –
Overlay 61% –
Normal 20% –
Soft Light 24% –
Darken 29% –
Pin Light 37% –
Multiply 35% –
Overlay 82% –
Normal 100% –
Normal 0% –
Multiply 100% –
Overlay 47% –
Lighten 51% –
Linear Burn 74% –
Normal 100% –
07
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Airborn – Bramble © Simon Kopp, Airborn®
Digital Art Masters | Airborn – Bramble
By Simon Kopp
Software Used: Photoshop
Introduction
This image belongs to a set of paintings I did for
a project that some friends and I work on in our
free time. It is called Airborn – Pino’s Journey.
Johannes Figlhuber and I do the concept work
for this project and are currently working towards
getting a small part of the game ready to pitch.
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03
Painting
First of all I did a fast sketch for colors and
composition. I then created a very loose drawing
to determine the proportions and the basic idea.
Unfortunately for this tutorial, I merged it with my
painting layers. I often do this because it gives me
some security whilst working and I don’t have to
worry about working on the wrong layer.
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Digital Art Masters | Airborn – Bramble
07
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Space Waltz © Tomas Kral
Digital Art Masters | Space Waltz
By Tomas Kral
Software Used: ZBrush, mental ray
Introduction
In the spring of 2012 I was asked by a friend to
help him with his personal project. My job was
to create a modern astronaut suit with a high
level of detail. For a long time this was an asset
without any use, so I decided to play with it a
little to create an artwork. In the end, I did three
standalone pictures with this model.
Getting Ready
I think there are generally two ways of creating
an image: either you know exactly what you want
to do and what the end result would be, so you
02 03
just follow your idea – or you just let your creative
mind loose. In this case I had a detailed image in I start almost every project by finding good Once the base meshes were done, I gradually
mind, so the process was pretty straightforward references. I can often spend several days started detailing the parts. To build shapes
and I was able find the right light, composition searching through Google, Flickr and other sites. quickly, I always use the Clay BuildUp brush right
and atmosphere very quickly (Fig.01). I was lucky enough to find an awesome website up to the penultimate stage of sculpting. For the
full of images of Neil Armstrong’s spacesuit. After last level of detail, I use a combination of self-
collecting enough references, I usually pick the made alpha masks (Fig.02 – 04) and brushes like
most important ones and make a collage. Rake or Slash 3.
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Sci-Fi
05 06 07
photographs as much as possible, as mentioned as a mixture of textures created in ZBrush by tweaking, you can get a realistic look that works
previously, and had a huge number of references polypainting, cavity and displacement maps well with the Daylight system.
at my disposal for this piece. I then edited these (Fig.05 – 07)
images in Photoshop using Shadows/Highlights The tentacles and the monster were created
(under Image > Adjustments) as it helps to reduce Lighting and Rendering using mental ray’s skin shader, which I consider
the dark and light areas in the photo so you can Where possible, I like to keep the lighting as to be one of the best shaders I have worked
more easily use them like a texture. simple as possible. In this case I used mental with. In the end, I added one spotlight on the
ray’s Daylight system and Final Gathering for the right side behind the astronaut to create a little
There are, of course, also parts of your texture render. There is also a special HDRI map with highlighting on him and to make the tentacles
that will require you to paint in some dirt or some planets and nebulas to keep the reflection more interesting. I then created a few standard
scratch away at by hand. To create the monster realistic. Most of the materials in this scene are render passes and separated the astronaut and
skin I mainly used textures from 3DTotal’s from mental ray’s Architectural library. These monster so I could experiment easily in post-
Total Textures V11: Alien Organic DVD, as well materials are really well made and with just little production. (Fig.08)
08
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Digital Art Masters | Space Waltz
09
Post-production
Since learning to use Nuke for compositing, I
haven’t used anything else. Its biggest advantage
in comparison to Photoshop is that you
don’t have to make destructive adjustments;
everything is real-time and the software is very
intuitive.
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© Tomas Kral
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Digital Art Masters | Cavelands
258
Sci-Fi
By Jan Urschel
Software Used: Photoshop
Introduction
Cavelands is one of the pieces I did in my spare
time between my office job at LucasArts and
other freelance work. I tried to play with some of
my favorite thematic elements, which are post-
apocalyptic wastelands and very, very large-scale
environments.
Experimentation
When I work on my own personal images, I prefer
not to control too many aspects during the
creative process, but simply let happy accidents
lead me most of the way.
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Digital Art Masters | Cavelands
Creating the
impression of large
objects usually relies
on two factors:
atmosphere and
an intense level of
detail.
Texture
Creating the impression of large objects usually
relies on two factors: atmosphere and an intense
level of detail. Textures are really important when
trying to creating these aspects, particularly
when used as both actual textures and as
geometric forms.
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Color Balance
The final touch was an adjustment layer on top of
my other layers. I don’t usually make any drastic
color changes at this point, however sometimes
I’m just curious to see what happens when I push
the slider really far in a particular direction.
Artist Portfolio
261
Loan
S k y Shark
M a c–hImage
i n a Created
© Mar bycDenis
B r uZilber
net
Cartoon
Denis Zilber
[email protected]
http://www.deniszilber.com
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Peter Paul ‘bootyboy’ Rubens © 2013 Loopydave
Cartoons
By Dave Dunstan
Software Used: Photoshop
Sketches
Before I began painting, I reacquainted myself
with Rubens’s work and self-portraits. I then
warmed up with a number of quick sketches to
familiarize myself with details and shapes.
Palette
Even though the color palette was largely
dictated by the Rubens portraits I was looking at, 01
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Digital Art Masters | Peter Paul ‘bootyboy’ Rubens
Painting
First I scanned in my rough sketch. Usually these
would be between 5000-8000 pixels, though for
some reason they were somewhat smaller this
time.
03
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Cartoons
Skin Tones
Knowing a few basic guidelines to paint skin
and skin tones will help bring your paintings to
life, and help you to understand any references
Yellow Tones or source materials better. There is no magical
skin color, but what you see is the result of the
individual’s pigmentation, the light, environment
and proximity to other colors like the hair or
Familiarize yourself
with the location
of ‘shiny’ spots on a
face. The corner of
the eyes, tip of the
nose and just above
the lip, for example
need highlights.
Painting hair
Again, the basic principle I use to paint hair is to
05 work from large to small (Fig.05). Block in the
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Digital Art Masters | Peter Paul ‘bootyboy’ Rubens
06
shape and general color, work on the individual painting. Being able to make these changes easily hands are a wonderful challenge and I’ve always
clusters or the various shapes within the hair and is one of the joys of working digitally. felt that they are a good barometer of one’s
then work down to the finer strands. technical and observational skills.
Keeping in line with the Rubens self-portraits
I changed a few things from my sketch as I I was referencing, I didn’t include much detail Finally, abandoning my “paint it all on one
worked. I made the hat bigger, moved the hand aside from the face; the rest was straight forward. layer” idea (let’s keep that our little secret shall
and flattened the writing a little. This isn’t we?), I added a subtle canvas thread overlay
uncommon for me; often I notice proportional Looking at it now, it feels as though the hand is a and tweaked the levels a little. And it was done!
issues or things I would like to change whilst little over-worked compared to the rest, however (Fig.06)
268
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FROM THE
IMAGINATION
© 2013 Loopydave
269
Captain Ahab © Plamen Genov
Cartoons
By Plamen Genov
Software Used: Photoshop
Introduction
When I decided to paint this image I was feeling
bitter after a recent break-up. I felt the character
of Captain Ahab from the novel Moby Dick
embodied some of the feelings I was dealing with:
obsessed with hatred and the thought of revenge.
Anyway, I’m all cheery and happy now, so let
me walk you through some of the steps I went
through while I was making this image.
Initial Sketches
I began with a few, very quick, linear sketches
that explored different angles and facial
proportions. I wanted my character to be very
rugged and rough-looking (Fig.01). I find it very
useful to keep a mirror on my work desk, as it is
particularly useful whenever I am not sure about
an expression or I have some anatomical issues.
02 03
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Digital Art Masters | Captain Ahab
I have a shortcut to
the Horizontal Flip
tool on my PC as I
find it incredibly
useful. I use it
throughout the
developmental stages
to identify mistakes
and check the
correct proportions
and perspective of my
images.
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Cartoons
Finishing Touches
To add the final details, I researched how water
affects surfaces like hair, skin and wool. It wasn’t
even remotely as fun as I thought it would be.
The composition required that all the individual
drops of water were scattered over the whole
surface, so I spent a lot of time moving back and
forth to arrange them in a way that was at least 07 08
acceptable. I finished off tiny details by adding
tinges of color to his nose and chin (Fig.07).
Composition
I added background rain by making some dashes
around the figure, then motion-blurred them.
Finally, I used Free Transform to make some final
adjustments to the proportion of the neck, and
then cropped the image as there was too much
open space on the right side. These adjustments
evened out the image and left me with a well
composed finished version. 09
Artist Portfolio
© Plamen Genov
273
Biker Angel © Sam Nielson 2013
Cartoon
By Sam Nielson
Software Used: Photoshop
Introduction
When I was first learning as an artist, I always
thought that professional artists were a higher
class of person, who somehow didn’t struggle
with the problems I was always wading through
as an amateur. I’ve learned since then that being
a professional only means that people pay you
to wade through problems, and that you don’t
always know the best way to do that.
A Calculated Risk
Painting over a loose drawing is a calculated risk
(Fig.01). This is actually my favorite mistake and I
often make it on purpose because I enjoy shaping
the drawing as I paint. However, cheating on the
drawing can lead to some of the other problems
that I will discuss.
Color
I start painting by blocking in large areas of
color, but these are often weak and a bit timid
(Fig.02). I always hold back on color when I first
start. The same holds true for values; I’m usually
far from using the full spectrum at first, even
when I intend to eventually include an extensive,
dynamic color range. 02
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Digital Art Masters | Biker Angel
Adding Detail
Seeing everything all at once is impossible, so you
have to test bits one at a time and see how they
fit within the context of the overall image. I work
detail in quickly, concentrating on places where
I want the viewer’s eye to focus. I keep moving
around as I fill in details as I don’t want to spend
too much time on any one part (Fig.04).
Acceptable Substitutes
I realized after adding the background detail that
the smoking finger was distracting from the rest
of the composition. However, I needed something
to suggest that this was an empowered angel, not
just a wispy Harley-riding harp-strummer.
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Cartoon
Constructive Criticism
I took the image to work to show my fellow
concept artists and their critiques made me
realize that there were a lot of things still wrong
with it. In the future I’ll get their thoughts sooner,
but the glaring problems they pointed out were
that the composition wasn’t working and that the
character’s pose was awkward.
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Duality © Valentina Remenar
Digital Art Masters | Duality
By Valentina Remenar
Software Used: Photoshop
Creating a Sketch
When I decide to make a new painting, I firstly
create a concept sketch. With this drawing, I
began by sketching the character and choosing
his position (Fig.01). I always make sketches on
a separate layer, mostly using the Hard Round
Pressure Opacity brush with 100% opacity.
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Cartoon
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Digital Art Masters | Duality
09
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Artist Portfolio
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Featured Artists
285
Digital Art Masters
Classical: 63, 71 - 72, 111, 207, 22 Fantasy: 72, 139, 143, 145, 149, 151, 155, 157, 159,
Clay: 36, 50, 57, 69, 88, 93, 112, 117 – 118, 131 – 161, 165, 167, 171, 173, 177, 179, 181, 183,
131, 143, 254 185, 187, 189, 254
ClayTubes: 112, 236 Filters: 78, 95, 122, 133, 217 – 218, 238
Cloth: 67, 104, 276 Flares: 137, 204, 212, 256
Index Clothing: 30, 49, 89, 154, 155, 156, 267 Fusion: 12, 16, 83, 238
3ds Max: 12, 14– 15, 42, 48, 50– 51, 57– 59,
Clouds: 116, 261, 277
81– 82, 118– 119, 125– 126, 131– 132,
Coat: 93, 94, 254 G
136– 137, 142, 144, 164, 170, 194, 200, 203,
Collage: 76, 254 Gamma: 122, 204
234, 235– 236, 242
Compositing: 49, 51– 52, 69, 89, 95, 102, 115, 118, Geometry: 12, 14, 15, 49, 58, 62, 117, 118, 125, 128,
196, 238, 256 164, 201, 243, 260
A Concrete: 201, 203 Gradient: 78, 98– 99, 103, 113, 177, 277, 281
Aberration: 122, 204, 273
Configuration: 43, 44, 64 Graphite: 50, 51
Airbrush: 97, 99, 115, 213
Crowd: 30, 32, 57, 161 Grass: 14 – 15, 128, 160
Alien: 8, 9, 106, 107-109, 116, 111, 113, 116– 118,
Cubes 49, 125, 128, 237 Gun: 71, 104, 121
255
Curve: 25, 44, 59, 64, 69, 93 – 94, 104, 166, 172,
Alignment: 158, 165
201, 212, 235 H
Alpha: 62, 88, 107, 112, 128, 143, 244, 254
Cutting: 51, 133, 194 Hair: 14, 49, 58, 64, 89, 94, 98, 102, 128, 267, 268,
Anatomical: 62, 76, 81, 88, 111, 117– 118, 142, 271
273, 280, 281
Angel: 8, 9, 48, 71, 72, 274, 275, 276
D HDRI: 63, 69, 119, 255
Animation: 61– 62, 67, 69, 82– 83, 102, 148, 236
Decimation: 67 – 68, 82, 137, 142, 144
Armor: 113,121, 136, 155, 156, 242
Deform: 13– 14, 67 - 68, 126– 127, 131, 201, 127 I
Asymmetry: 81– 82, 101, 142, 194
Depth: 13, 32, 36, 64, 95, 125, 133, 166, 177, 182, IIlumination: 16,122
Autodesk: 12
204, 217, 222, 226, 230, 256 Interior: 49, 181, 248
Desaturated: 37, 148, 217 Irradiance: 16, 237, 237
B Diffuse: 43, 52, 63, 89, 95, 102, 103, 118, 122, 132,
Bike: 8, 225, 226– 227
203, 236, 244 L
Biker: 9, 274, 275, 276
Direction: 5, 8, 16, 69, 76, 95,131,155 – 156, Lamp: 37, 76, 272
Bend: 58, 83, 89, 103, 108– 109, 119, 122– 123,
176,177, 186, 196, 207, 211, 231, 232, 261, 272 Lens: 69, 95, 122, 204, 212, 237
144, 158, 172, 177,180, 182, 203, 212, 236, 265
Dirt: 15, 72, 94, 103, 144, 236, 244, 255 Levels 25, 49, 57, 62– 63, 113, 118, 123, 136, 143,
Blending: 83, 98, 103, 108, 119, 144, 158, 172, 177,
Displacement: 13, 15, 43, 58, 63, 64, 94, 122, 201, 158, 182, 194, 208, 230, 232, 238, 243, 244,
212, 265
255 254, 260, 268, 286
Blur: 64,109, 117, 119, 128, 232, 265, 272, 273
Distortion: 164, 186– 187, 216, 237 Lighting: 12, 16, 31, 43– 44, 49, 52, 58 – 59,
Boolean: 13, 15
Dividing: 49, 83, 94, 118, 195, 211, 207 62– 63, 69, 72, 75– 76, 82– 83, 89, 95, 87– 98,
Bounce: 128,150, 161, 181,237
Droid: 9, 121, 200, 210, 211, 212 102– 103, 109, 119, 121– 122, 128, 132,
BPR: 125, 128
Dust: 30, 89, 204, 230 136 – 137, 142, 144, 156, 160, 170, 181, 195,
Bump: 15, 43, 64, 89, 115, 195, 203, 236
DynaMesh: 49, 61, 67, 82, 88, 93, 107, 112, 117, 203 – 204, 207 – 208, 212, 235 – 237, 244, 255,
118, 119, 125, 126 – 128, 132, 254 271
C Linear: 44, 244, 271
Cables: 37, 208, 227, 261
E Loops: 50, 51
Camera: 12, 36, 43– 44, 51, 69, 76, 118, 122, 136,
Edge: 13, 20, 50, 57, 118 – 119, 121, 133, 142, 161,
161, 194, 235, 237, 244, 256
166, 195, 194, 196, 207, 226, 232, 237, 244, M
Canvas: 37, 38, 72, 76, 97, 165, 166, 180, 187, 216,
276, 280 Machines: 9, 16, 44, 194, 204, 206, 207 – 208, 121
268
Elements: 12, 13, 32, 36, 62, 67, 71, 76, 78, 125, Maps: 15 – 16, 43 – 44, 58, 63, 68, 89, 94 – 95, 115,
Castle: 12, 15, 164,
131, 132, 143, 165, 166, 184, 195, 204, 207, 18, 122, 144, 195, 201, 203, 218, 237, 244,
Cellular: 19, 201
208, 211 – 213, 216, 222, 226 – 227, 231, 244, 254 – 255, 273
Chalk 180, 272, 273
259, 272, 280 Masks: 15, 112, 122, 207, 217, 218, 254, 265
Channels: 43, 52, 136, 166, 176, 177, 232, 244
Epidermal: 63, 89 Materials: 15, 43, 49, 52, 58, 62, 64, 68, 75 - 76, 94,
Charcoal: 218
103, 111, 113, 115, 119, 121– 122, 123, 126,
Chromatic: 122 – 12, 122, 204, 273
F 128, 137, 155, 164, 203– 204, 208, 236, 237,
Cities: 36– 37, 75, 142, 176
Fabric: 43, 128, 194 243, 244, 248, 255, 267
286
Index
Matte: 244 Plastic: 97, 99 Smudge: 20, 24, 72, 76, 161, 281– 282
Maya: 48, 61 – 64, 67 – 68, 82, 89, 121– 123 Plugins: 50, 51, 52, 64, 67, 94, 137, 204, 201 Softimage: 3, 94, 254
mCloth: 136 Poly: 50, 62, 201 Specular: 63, 83, 89, 95, 122, 128, 132, 144, 195,
Mech: 101, 211, 242, 244 Polygons: 49, 50, 62– 64, 67 - 68, 81, 93– 94, 107, 203, 243, 267, 273
MentalRay: 61, 67- 68, 71, 88 – 89, 111, 113, 137, 118, 121, 137, 195, 201, 243 Spheres: 59, 125, 212
242 – 244, 254– 255 Polypaint: 94, 107, 125, 126, 127, 255 Spotlight: 68, 72, 225
Mesh: 51, 93, 107, 136 Pores: 57, 58, 62, 88, 115, 118 SSS: 52, 58, 68 – 89, 118 – 119, 144
Mesh: 49 – 51, 62 – 63, 67, 81, 88 – 89, 93 – 94, 107, Portal: 69, 89, 95 Subdivide: 44, 57,118, 143
112, 117 – 119, 126, 136, 142, 230, 236, 254 Portrait: 9, 56 – 58, 61– 62, 265, 268 Symmetrical 30, 62, 81, 82, 117– 119, 121
Metallic: 122, 208, 236 Pose: 15, 63– 62, 68, 69, 71, 82– 83, 88, 93, 97, 98,
Mode: 49, 78, 93, 103, 108, 117, 122, 126, 128, 142, 101, 118, 126, 131, 136, 142, 143, 161, 236, T
172, 180, 204, 212, 282 243– 244, 277 Temperature: 24, 43 – 44, 68, 89
Modifying: 12 - 13, 57, 78, 93, 118, 119, 166, 194, Post Production: 16, 44, 83, 256 Tentacle: 9, 96, 97, 98, 99, 254 - 255
201, 203, 227, 235, 243 - 244 Primitives: 12 – 13, 117, 119, 125, 200,201 Texture: 12, 15, 20, 24, 26, 37, 43, 49, 51 – 52, 55,
Motorcycle: 227, 277 Process: 48, 75, 81, 117, 207 57 – 58, 62 – 64, 68, 72, 76, 81– 82, 84, 89, 94,
Mountain: 26, 117 Proportions: 12, 50, 57, 98, 101, 121, 131, 142, 249, 103, 111, 115, 117– 119, 121– 122, 127 – 128,
Moustache: 94, 266 268, 271, 272 132– 133, 142, 158, 170 – 171, 177, 181,
Mudbox: 48, 51, 52, 81, 82, 203 194 – 196, 200, 203, 204, 208, 212, 213, 218,
Muscle: 57,81,118,131 Q 222, 226, 230 231, 236 – 237, 244, 254– 255,
QRemesher: 93, 117, 118, 136 260 – 261, 272, 282
N Tileable: 15, 68, 89, 94, 195, 201, 236
Noise: 62, 78, 88, 95, 118, 123, 133, 195, 201, 218, R Tone: 24 – 25, 32, 43, 52, 59, 97 – 98, 107, 118,
238, 282 Radius: 58, 88 132 – 133, 181, 186, 211 – 213, 217, 261,
Nurbs: 64 Realism: 32, 98, 102, 122, 161, 213, 217 266– 267, 281
NVIDIA: 136 Reflect: 99, 118, 149, 267 Transpose: 113,118,126
Reflections: 15, 43, 44, 58, 63 – 64, 89, 98 – 99, 95,
O 103, 122, 148, 166, 182, 204, 207– 208, 212, U
Object: 13– 14, 31, 42, 55, 68, 93– 95, 112, 236, 244, 255, 281 Unwrap: 49, 51, 94, 117 – 119, 144, 203
117– 119, 127, 131, 136, 164, 182, 195, 200, Refraction: 44, 122 Uv’s: 49, 51, 62, 67 – 68, 89, 94, 117 – 118, 127,
203, 207, 222, 226, 235 - 236, 254, 260, 271 Rendering: 15, 16, 36, 44, 51, 52, 57, 58– 59, 64, 144, 203
Occlusion: 63, 68, 102 - 103 67– 69, 83– 84, 89, 94– 95, 98, 102, 104, 107,
Oil: 207, 217, 226, 272 108, 109, 113, 118, 115, 119, 122, 125, 128, V
Opacity: 72– 78, 97– 99, 101, 108, 176, 182, 244, 132– 133, 136, 137, 144, 150, 164, 171, 204, Vehicle: 194, 211, 260
266, 272– 273, 280 - 282 207– 208, 237, 238, 244, 255, 256 Vertices: 50 – 51, 64, 67
Overlay: 72, 78, 103, 108, 172, 176, 180, 195, 212, Retopology: 49, 67, 93, 24 Vignette: 95, 109, 196
218, 230, 244, 268, 273, 281 ,282 Rust: 200, 203 ,218, 226, 244 Vray: 15, 203– 204
P S W
Palette: 20, 30, 36– 37, 98, 99, 143, 148, 154, 156, Saturation: 15– 16, 103, 154, 165, 212, 217, 230, Wacom: 218
165, 172, 176, 181, 187, 211, 221, 265, 266, 244, 259, 267, 276 Weapons: 136, 155 – 156
281– 282 Scatter: 14, 51, 58, 273 Wood: 14, 42, 94
Parameters: 16, 44, 64, 122, 123, 221, 222, 265, 266 Seams: 51 - 52, 68 Workflow: 19, 76, 78, 102, 104, 121, 171, 207, 238,
Particle: 136, 166, 196 Shaders: 15, 58, 69, 89, 94, 119, 121, 126, 121 – 259
Pattern: 76,82, 111, 112, 117, 194 122, 123, 126, 132, 143– 144, 195, 255 Wrinkles: 49, 57 – 58, 62, 88, 272
Perspective: 30, 180 Shading: 58, 68, 89, 123, 170, 280
Perspective: 20– 21, 30, 36, 76, 102, 160, 164, 171, Silhouette: 14, 24, 31, 37, 55, 98, 121, 131, 142, Z
176, 180– 182, 184, 186– 187, 212, 226, 235, 160, 161, 165, 182, 221 – 222, 226, 227 Zbrush: 48– 49, 51 – 52, 57 – 58, 61 – 64, 67 – 68,
272 Sketch: 19 – 20, 24, 26, 30, 48 - 49, 67, 71, 75 - 76, 81 – 82, 88 – 89, 93 – 94, 107, 111 – 113, 117 –
Photorealistic: 78, 107, 213 82, 93, 97, 99, 101– 103, 121, 136, 148, 158, 118, 122 – 123, 125 – 126, 128, 131 – 132, 136,
Pixels: 64, 132, 204, 266 170, 180, 184, 187, 207, 216, 226, 227, 234, 142, 144, 194, 201, 204, 234, 236, 254– 255
Placement: 180, 182, 272 235, 249, 265, 266, 268, 271, 275, 276, 280
287
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