2d artist - april 2014
TRANSCRIPT
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100
p a g e s o f t u t o r i a l s i n s i d e !
5 2 ssue 100 | April 2014
a narrative
Create a cover with
Wanchana Intrasombat (Vic) illustrates and documentsthe creation o this month’s captivating cover
Master the art o
caricaturecreation
100 topindustry tips
Design newworld concepts
The world’s top digital artists revealtricks, techniques and inspiration tohelp improve your digital painting skills
Discover industry techniques orpainting and presenting environmentconcepts in Photoshop
+plus • 10 o the best digital images• Experiment with brushes• Sketching antasy
• 100 covers• and much more!
SPEEDPAINTING WITHSILHOUETTES
Victor Mosquerademonstrates how to use
silhouettes to speed up
your painting process
Competitions, reebies & special offers exclusive or issue 100 readers!
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2 | 2DARTISTMAG.COM
2DARTIST MAGAZINE | ISSUE 100
Editor’s Letter
ContributorsSTEAMBOT STUDIOSSteambot Studios is a Canadian visual developmentstudio creating world class visual content orinternational clients in the entertainment industry.They also produce their own content.
SABIN BOYKINOV Sabin Boykinov was born in Rousse, Bulgaria. Hecurrently works as a Lead Concept Artist in HaemimontGames studio in Soia and makes reelance illustrationsor a variety o projects.
WANCHANA INTRASOMBAT (VIC)Wanchana Intrasombat (Vic) is a 2D digital artistand co-ounder o Studio Kun. He has worked as aconcept artist, character designer and illustrator basein Bangkok, Thailand.
VICTOR MOSQUERA Victor Mosquera is a Colombian concept artist l ivingin Toronto, Canada and currently working at UbisofToronto. His previous clients include companies suchas Volta, Tor.com and One pixel Brush.
COSMIN PODARCosmin Podar is currently employed as a ull-timelead concept artist. In his spare time, he likes tocreate caricatures and take on other concept-relatedreelance jobs.
MARKUS LOVADINA (MALO)Markus Lovadina (malo) is a Senior Concept Artist atRocksteady Studios Ltd, as well as a reelance ConceptArtist/Illustrator. He has also worked on movie projectsand a variety o book covers too.
FERDINAND DUMAGO LADERA Ferdinand Dumago Ladera is a concept artistoriginally rom the Philippines. Afer studying Fine Art,
Ferdinand now works at Ladyluck Digital Media as aconcept artist specializing in antasy and sci-i.
We eel lucky to have been able to put the spotlighton so many talented artists over the issues, and tocelebrate we have asked some o our avorite artiststo share their digital art techniques and invaluableindustry top tips. And as ever we have the usual un youget with every issue, as well as a step-by-step tutorial onhow to create the cover by Wanachana Intrasombat.
As a big thank you or picking up this issue (or any issue)and standing by us or all 100, head over to page 65 or
reebies and competitions.
I hope we inspire you to get creating art as much as wedid at the very beginning. Enjoy!
Welcome to the 100th issue o 2dartist
magazine!
JESS SERJENT-TIPPINGDeputy Editor
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Magazine.
Your
Get the most out o it!
2DARTIST MAGAZINE | ISSUE 100
I you’re having problems viewing the double-page spreads that we eature withinthis magazine, then ollow this handy little guide on how to set up your PDF reader!
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Deputy EditorJess Serjent-Tipping
Sub EditorJenny Newell
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Aryan Pishneshin
Publishing Co-ordinator Adam Smith
Advertising ManagerGeorge Lucas
Studio ManagerLynette [email protected]
Managing DirectorTom Greenway
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DisclaimerAll artwork, unless otherwise
stated, is copyright ©20143dtotal.com Ltd. Artwork thatis not copyright 3dtotal.comLtd is marked accordingly.Every effort has been madeto locate the copyrightholders o materials includedin this issue o 2dartistmagazine in order to obtainpermissions to publish them.
Special thanks to 3DHype,Hiperia 3D and Veegraph orsupporting 3dcreative withbanners. Contact George
Lucas i you would alsolike to show your support: [email protected]
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2DARTIST MAGAZINE | ISSUE 100
Contents Issue 100
006_ Lie at a visual development studioSteambot Studios gives us a glimpse at what lie
is like at their visual development studio
017_ Sketching antasySabin Boykinov shares his sketchbook, where herecords ideas and inspirations
032_ 100 top industry tipsThe world’s top digital artists reveal tricks,techniques and inspiration to help improve yourdigital painting skills
044_ 100 coversCelebrating 100 issues o 2dartist, we take a lookback on the cover art!
048_ The galleryRobh Ruppel and Klaus Pillon eature in thisissue’s gallery selection o our top 10 images
065_ Competitions, reebies and offersExclusive special offers, reebies and competitionsor issue 100 readers
078_ Create a cover with a narrativeWanchana Intrasombat (Vic) illustrates anddocuments the creation o this month’scaptivating cover
088_ Design new world conceptsDiscover industry techniques or painting andpresenting environment concepts in Photoshop
100_ Master the art o caricature creation A step-by-step caricature master class withCosmin Podar
108_ Speed painting with silhouettes Victor Mosquera demonstrates how to usesilhouettes to speed up your painting
114_ Experiment with brushesFerdinand D. Ladera shares his worklow orpainting new landscape concepts
124_ Digital Art Master: Michal LisowskiDigital Painter, Michal Lisowski shares the process
he used to create his image, Customer
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The Studio
STEAMBOT STUDIOSsteambotstudios.com
Interviewees:
Sebastien Larroude(Owner / President)
Joel Dos reis Viegas(Owner / Vice-president)
Nicolas Ferrand(Partner / R&D)
Interviewed by:
Jess Serjent-Tipping
STEAMBOT STUDIOS is aCanadian visual developmentstudio creating worldclass visual content orinternational clients in theeature ilm, videogame,advertising, broadcast,graphic novel and publishingindustries. They also producetheir own content throughilms, comic books andanimation projects.
http://www.steambotstudios.com/http://ryanlangdraws.blogspot.com/http://ryanlangdraws.blogspot.com/http://www.steambotstudios.com/
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2DARTIST MAGAZINE | Behind the doors of Steambot Studios
2da: Does the studio relect any particular inluences
or inspirations?
SS: Our inluences come rom a lot o things rooted
in our past and background. We are French rom
France, so our main inluences come rom Europe.
However we bathed in the Japanese animation.
Japanese culture is a big part on our inspirations.
But it is an undeniable act that we also had been
permeated by American culture.
2da: Tell us about some o your avorite projects to
date and how they have evolved?
SS: Our highlights are our IP’s like Exodyssey , Spark ,
Urbance orCyan. IP’s mean difficulties. This is a long
and hard way to ollow. Perilous but rewarding.
2da: What has been your highlights as a studio and
have you encountered any difficulties along the way?
SS: One o our big highlights was Exodyssey because
it was our irst project and every single step we went
through together. Over pretty much 10 years, we
meet an important step every year and difficulties
adorn the path to the highlights. It’s a normal
process.
2da: Can you tell us about any o the projects you
are currently working on?
SS: We can talk about Urbance and Cyan two
projects we developed over several years and
all, especially Urbance we want to move on an
animated-TV-show. Be ready to hear more in the
next month, but we are really happy to announce
you that the Art book is actually in print. Trust me,
this will be a big master piece and people we be
surprised by the extreme quality and content o this
book.
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2DARTIST MAGAZINE | Behind the doors of Steambot Studios
Cyan is a comic book we developed on the side,
which talks about the story o Atasi the heroine and
main character we ollow through a dark antasy
story taking place in the 80’s in North America.
Actually we are polishing chapter one now.
2da: Finally, what can we expect to see orm
Steambot Studios in the uture?
SS: More ilm and game projects and pretty soon
a new art book. For the rest we hope to develop
Urbance the best we can. Our objective is the
animated TV-show.
2dartist: Tell us a little bit about yoursel: Who are
you, what do you do, and where are you located?
Nicolas Ferrand: I’m working at Steambot Studios
as an Art director / R&D , living in Montreal.
2da: Tell us the story behind your artwork: What
brought you into the digital art world and what
sofware do you use?
NF: I started as a 3D level artist or years then I chose
to go back to my ine art roots , and to develop my
ideas as a concept artist in the industry.
2da: How did you learn to paint digitally?
NF: I remember ocp art studio on amstrad cpc, we
had to paint with the joystick pixel by pixel, then I
spent a lot o time creating skins and maps textures
or Quake and doom with the mouse on paintshop
pro , and now I eel pretty comortable with my
Wacom in Photoshop!
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2DARTIST MAGAZINE | Behind the doors of Steambot Studios
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2da: How do you keep your portolio up-to-date?
Any tips?
NF: I am trying to be constant and to post a picture
every two weeks, sometimes it’s a speed painting,
sometimes a more inished picture. Always try to
have un, explore new possibilities and techniques,
try to take some risks and push your ideas urther!
2da: Who are your avorite artists, traditional or
digital, and can you explain why?
NF: Nicolas Bouvier, because he’s a good riend and
also one o the digital pioneers who showed us the
possibilities o the digital world, or the traditional
part, there are too many artists I like, but just to say
some names: Gustav klimt, Jerome Bosch, Van gogh,
Picasso, J.M.V turner, Giger, Egon Schiele etc.
2da: What sofware would you like to learn in theuture to expand your portolio and skill set, and
why?
NF: I am trying to be better with Mudbox, to create
organic stuff, and also because I want to improve my
(digital) sculpting skills.
2dartist: Tell us a little bit about yoursel: Who are
you, what do you do, and where are you located?
Sebastien Larroude: I’m working at STEAMBOT
STUDIOS as an Art director / concept artist and
owner , living in Montreal.
2da: Tell us the story behind your artwork: What
brought you into the digital art world and what
sofware do you use?
SL: I started as a 3D animator and compositor artist
or years then I chose to go back to my ine art roots.
2da: How did you learn to paint digitally?
SL: I learned to paint digitally year by year with really
important people to me, like Sparth, Bruno Gentille(aka Hydropix), Nicolas Ferrand (aka Viag), Joel Dos
Reis Viegas (Aka Feerik) and others great people I met
over the years.
2da: How do you keep your portolio up-to-date?
Any tips?
SL: I am like the military. I work every day, I am
constant in what I am doing. I do a lot o sport
activities like climbing, running and I play music.
These side activities are really important and give me
the possibility to stay creative and help me a lot to
ocus on what I am doing. I couldn’t live without. A
tip: Be disciplined, don’t do too much and enjoy.
2da: Who are your avorite artists, traditional or
digital, and can you explain why?
SL: I have a lot. Too many artist are everywhere,
how to choose? However I am more inspired by
musicians, dancers, sports persons etc. than digital
painters. I love creative people, whatever painters or
scientists.
2da: What sofware would you like to learn in the
uture to expand your portolio and skill set, and
why?
SL: I am trying everything anytime. But 2D animation
seduces me a lot, even the basics.
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Lead Concep t A
r t i s t, Sa b in Bo y k
ino v f ind s
in sp ira t ion in e v
er y t h ing , from m
o v ie s and
g ame s, to mu s i
c or a g ood boo k
, and i s ne ver
w i t hou t h i s s ke t
c h boo k to reco
rd i t a l l do wn
in. Immer se you
r se l f in t ho se pa
g e s o f h i s
fan ta s y f i l led s k
e tc h boo k !
The Artist
Sabin Boykinovsabinart.blogspot.com
Sabin Boykinov was bornin Rousse, Bulgaria. Hecurrently works as a LeadConcept Artist in HaemimontGames studio in Soia and
makes reelance illustrationsor a variety o projects likeFantasy Flight Games cardgames, The Lord of the Rings and Game of Thrones.
http://www.sabinart.blogspot.com/http://www.sabinart.blogspot.com/
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Sketchbook of Sabin Boykinov
1 8
Sabin Boykinov revealsthe inner pages o hissketchbook...
For me sketching is the best way to record
ideas and develop my drawing skills. Drawing
is also a way or me to relax, away rom the
digital work I create with the rest o my time.
Inspiration and ideas
My inspiration comes rom almost everything – a
great book, movie, mountain hiking or song title.
Music is a powerul source o inspiration or me.
Playing games is another great source o visual
research and proessional development. It is so
interesting to see how my avorite concept art is
transerred into the actual game.
Materials
I don’t really have a speciic set o avoritematerials because I like to experiment with
everything I ind in the local supplies shop. Mostly
I use mechanical pencils like HB, B2 B4 with no
speciic brand.
Sketching techniques
My technique is really simple. I start with the
overall composition idea, then add orms and
shadow balance. Finally, I add some details.
PRO TIPInterestsTry to have many diverse personal interests – don’t ocus on painting and drawing alone.
Read a lot o books, research world-amous designers and architects, and meet different
kinds o people.
Be like a child. Keep your ascination with nature alive, and store an extensive visual library
in your mind.
Sabin’s studio
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2 d a r t is t m a g c o m
Sketchbook of Sabin Boykinov
2 0
Character research inspired by the book o Roger Zelazny: Donnerjack Personal idea inspired by medieval mystic people who search
or the answers o universal creation
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2 1
2 d a r t i s t m a g a z i n e is s u e 1 0 0
PRO TIPInspiration
You can indinspiration in
everything, especially
when you are
somewhere outside
your usual studio – the
surrounding nature
can be an amazing
teacher. Try to ocus on
the idea o sketching
no matter where you
are, whether in the
mountains, at a park
or on a beach.
Sketching on
the beach o Akti
Oneirou, Greece
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2 d a r t is t m a g c o m
Sketchbook of Sabin Boykinov
2 2
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2 d a r t is t m a g c o m
Sketchbook of Sabin Boykinov
2 4
PRO TIPSketchbookAlways carry a small sketchbook in
your bag – you never know when a
good idea will come to you.
Compositions inspired by airytales rom
my childhood
This is inspired by the heavy metal songs o
Manowar – I am really a big an o the band
A kind o horror story
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2 d a r t is t m a g c o m
Sketchbook of Sabin Boykinov
2 6
Medieval sketch inspired by the Game of Thrones series This is a story about a giant who holds some secret
knowledge on his island
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2 d a r t is t m a g c o m
Sketchbook of Sabin Boykinov
2 8
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2 9
2 d a r t i s t m a g a z i n e is s u e 1 0 0
Work made or un – I’m a big
an o vintage diving suits
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We’re always on the lookout or talented artistsand their artwork to adorn the pages o our
magazine. I you think you have what it takes,get in touch!
To submit, simply email Jess at [email protected] with a selection o your
images or a link to your portolio online, plus a
little inormation about you.
We look orward to hearing rom you!
Would you like to see your sketches
eatured in 2dartist magazine?
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thefoundry.co.uk/mari
3D digital paintingNow available on Mac
Justin HoltImagined by
Created with
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32 | 2DARTISTMAG.COM
2DARTIST MAGAZINE | 100 top industry tips
100
2DARTIST MAGAZINE | 100 top industry tips
top industry tips
Words by Poz Watson
The world’s top digital painters reveal invaluable industry theories, techniques and
inspiration to help you hone your digital painting skills and improve as an artist…
image © Wesley Burt
http://www.2dartistmag.com/http://www.2dartistmag.com/
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2DARTIST MAGAZINE | 100 top industry tips
33
2DARTIST MAGAZINE | ISSUE 100
Bjorn HurriLead artist, Opus Artzbjornhurri.com
Brett BeanCharacter designer & visual artist
2dbean.com
Ian McQueAssistant art director, Rockstar Gamesmcqueconcept.blogspot.co.uk
Ioan DumitrescuConcept designer, ilm and games jonone.cgsociety.org
Jeremy LoveConcept artist & illustrator
jeremylove.com
Jonas De RoConcept artist, MPC jonasdero.be
Raphael LacosteFranchise art director, Ubisofraphael-lacoste.com
Wesley BurtSenior concept artist, Massive Black
wesleyburt.tumblr.com
Xavier EtchepareSenior concept artist, Ubisof Montrealxetchepare.cgsociety.org
http://www.bjornhurri.com/http://www.2dbean.com/http://mcqueconcept.blogspot.co.uk/http://jonone.cgsociety.org/http://jeremylove.com/http://www.jonasdero.be/http://www.raphael-lacoste.com/http://wesleyburt.tumblr.com/http://xetchepare.cgsociety.org/http://xetchepare.cgsociety.org/http://wesleyburt.tumblr.com/http://www.raphael-lacoste.com/http://www.jonasdero.be/http://jeremylove.com/http://jonone.cgsociety.org/http://mcqueconcept.blogspot.co.uk/http://www.2dbean.com/http://www.bjornhurri.com/
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Ideas can’t be orced, but you dohave to learn to pin them down,shape then, tame them...
Sometimes as an artist you eel you haven’t
got an original thought in your head, and
other times you can barely reach or the paper
ast enough. But perhaps what separates
the good artist rom the great artist is their
ability to shape that raw idea into a workable
concept and then a inal polished piece. Too
ofen, resh ideas get lost in translation and
execution, so you have to learn to trust your
own instincts.
01 Capture the essence: “It allstarts at the idea phase. The initial sparkcomes to mind and I will start to pursue it using
gesture, then as the picture is evolving I will try to
capture it more and more.” Bjorn Hurri
02Trace layers: “I use the powers othe layers by roughly sketching on alayer where I ocus purely on character and pose,
and then I lower the opacity o that layer and
create a new layer on top so I can trace my own
sketch or a much cleaner look.” Bjorn Hurri
03Keep avenues open: “I try tocreate at least three options. I sketchthem out on separate layers irst, but at some
point I extend the canvas so all the sketches sitnext to each other and continue to evolve the
ideas by making sure they are sitting together
stylistically but separated by ideas.” Bjorn Hurri
04Keep your ideas pure: “An ideais abstract; it exists somewhere in yourhead and you have to make it real. So don’t work
with reerences at the beginning, simply working
with an objective is enough.” Xavier Etchepare
05 Avoid composition chaos: “I always draw a rough base, and thenwith a Lasso selection, I ill it with color and
different brushstrokes. This makes the process
quicker and is more likely to create those ‘happy
accidents’. It’s important to test out a variety o
different compositions irst, so it’s better to have
an efficient process to play with and ind a good
one quickly.” Xavier Etchepare
• Creating concepts
When you’re doing character work, pose and gesture is one o the irst
things that might come as you work out your concept © Brett Bean
When you’re working on personal projects, you need to develop an inner voice that you can
trust to know when an image direction is right © Brett Bean
Background and oreground; all aspects o your concept need to work in harmony © Raphael Lacoste
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06Keep it simple: “Usually an ideacan come rom a picture I have inmy mind, or sometimes afer reading a book,
watching a movie or just something that is in my
mind and that needs to be ‘materialized’. For me,
the irst step is to draw something on paper and
get the very simple irst sketch and composition
down. I love to use Uniball bold 207 pens on any
small piece o paper.” Raphael Lacoste
07Break the concept down: “I take a picture o a simple thumbnailand import it in Photoshop. Then I ix the size o
my canvas, crop the ideal composition and start
to divide my painting in different layers. I create
groups or each part rom the background, sky,
and clouds, to mid-ground, and the oreground
elements.” Raphael Lacoste
08Using reerences: “For prettymuch any sort o concept job orillustration job I start out by researching and
compiling a older o reerences relevant to
the job. I then create rough sketches and/or
thumbnails to igure out the idea or direction I
want to go.” Wesley Burt
09Just dive in: “I ofen start sketchingright in Photoshop. I love workingtraditionally too, but generally save that or my
own personal work and keep the digital stuff
exclusive or working.” Wesley Burt
10Strike a pose (or two): “I usuallywork out an idea through a number
o thumbnails or, i it’s a character job, I will do
an assortment o different line art or grayscale
options exploring the ways the character could be
approached visually.” Wesley Burt
11Use your downtime: “Yourthought process is key. I usually think oideas as I do random things like dishes, laundry,
or play volleyball. Only when I have a story
segment or a character design idea do I start
thinking about composition or shapes that relect
it. I I need research, that’s when it happens. I not
I’ll start drawing on paper or take a pencil brush
in Photoshop and start to scheme. While I am
drawing I’m usually thinking o the next stages
like tones and colors.” Brett Bean
12Offer options... “I it’s or a client, Imake many little thumbnails and ideasor them to choose rom. Since it’s hard to know
what they want right off the bat I make lots o
choices so we can start a dialogue. I I like a shape
or design, I’ll clone it in Photoshop and keep
messing to get variations on that theme. It’s a
quick and easy way to show lots o options or the
director.” Brett Bean
13...or make conident choices: “I it’s or my own project I will eraseand redo the image until I ind the design. Since I
am the ‘director’ I just keep moving stuff until my
inner sel says; ‘OK, yeah, that’s it, move on now’.”
Brett Bean
14Get inspiration where
necessary: “I like to start with roughshapes and try to get as many o my own ideas
and interpretations o the brie onto the page
beore looking at any reerences. Once I hit a wall,
I’ll look at all sorts o reerences to help spark new
ideas and to make my initial thumbnails more
convincing.”Jeremy Love
15Don’t over-think it: “I stay looseand try to let my ideas low withoutover-thinking. I sometimes use a low opacity
black to do a very quick scribble then move
straight onto the next one without stopping. Assoon as an idea comes, I scribble it down then
move on. Once I’ve done a page o scribbles
I’ll go back over and play around with them. I’ll
increase the Opacity on the black with each pass.”
Jeremy Love
16Don’t be caught short: “Most omy work begins in a sketchbook. Thebiggest piece o advice I could give is that you
should always carry a sketchbook and a decent
pen with you. You never know when you’re going
to see something that will prompt an idea or a
painting.” Ian McQue
17Don’t get tied down: “I scan mysketchbook work and use the line art asa basis or a value painting over the top on a layer
set to Multiply. While ollowing the line art I try not
to be too constrained by it, and always be open
to going off on a tangent i it will help the overall
look o the image.” Ian McQue
18Know what you’re doing: “Startplanning your image afer breaking
down the brie received, ideas, or eelings you
want to portray. Either it’s a ilm-noir sci-i city
with highways and cars going down skyscrapers,
or its two people walking in a park. So write a
simple sentence and describe as effectively as
possible what the inal image will show to get a
irm idea o your direction.” Ioan Dumitrescu
19Broad strokes: “The best way toplan out any illustration is rom thebottom up. Start with the overall mood and
composition. Big shapes and thumbnail viewing
can help make your image read well at small
sizes.” Jonas De Ro
20Don’t rest on your laurels: “Remember, a lot o paintings look goodin a rough stage, i the irst step was successul.
But or client work or other high-resolution
requirements, most o the time will be spent
detailing everything - and that’s where the skill
comes in.” Jonas De Ro
Staying strongO course, i you’re working on a proessional
piece, it’s not only your own instincts you have
to satisy, but the ideas and working needs o the
client. Generally speaking though, i an idea is
strong and you’re listening to the brie properly,
you should be able to push towards a concept
that both you and the client appreciate.
But be warned, the bulk o the hard work is to
come, as you have to create that image and keep
the original concept in mind at all times. Things
might change in your image, but it’s better to
adapt your work to it a better idea and move
orward, than simply drif.
Draw straight into Photoshop, or not, depending on what eels right or the image
© Wesley Burt
Being open to changes
is important as you
hone your concepts© Wesley Burt
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Every artist has their own wayso approaching Photoshoppainting. Our experts revealsome o their tricks
The most important thing to remember when
you’re painting in Photoshop is that it’s not all
that different to painting on a real canvas with
a real brush. You still need to think about the
composition, color, and texture, and choose
and tweak your tools to achieve your desire
effect. So don’t get caught up in the whizz-
bang power that Photoshop has, instead ocus
on the hard work and talent required to bring
a great image to ruition.
21 Try different techniques: “I tryto vary my painting techniques now andthen to teach mysel new approaches. I’ll hard-
brush only where I ‘carve’ the orms without asketch to guide me, and use Photobashing where
painting and careul composing o photos go
hand in hand. I a lso sometimes use line art irst
and then do washes o paint on top in order to
build the painting up.”Bjorn Hurri
22 Work on texture: “I think it isquite important to paint at least asuggestion o texture in your work because you
can use that to your advantage. Controlling how
different materials deal with the Specular one can
signiicantly impact your inal look.” Bjorn Hurri
23 Elbow grease: “I tend to paint alot rom scratch, so when textures areinvolved it is usually handcrafed textures where
I’ve tried to apply textures and separate or join
areas using different techniques to achieve a
speciic look.” Bjorn Hurri
24 Fast ade: “Using ade ilters in theEdit menu is very handy!” Bjorn Hurri
25 Texture to highlight: “A random
square shape on your image can be
transormed into a beautiul rock with only some
scratches and rough shadows. Ofen textures are
something I use in lighter spaces to highlight the
material and its characteristics. When I work with
photographs on videogames I always use the inal
lighting to break my textures because I don’t want
them everywhere, it’s really noisy and you can
lose sense o the image.” Xavier Etchepare
26 Texture to differentiate: “I apply realistic textures on mainelements and have more graphic ones on
secondary elements.” Xavier Etchepare
27 Texture to guide: “Texture can
help move the viewer’s eyes through a
composition and also help keep their eyes glued
to a certain area, depending on the ocus you
create.” Wes Burt
28 Texture or realism: “Texturingis important i you want to achieve arealistic or plausible design and illustration, but is
not essential i you simply want to create a mood
and composition.” Raphael Lacoste
29 Work rom a photo: “I use a loto different techniques, though recently
most o my works are based on photos I have
taken or are painted completely rom scratch. I
also sometimes use 2D textures that I’ll distort
in Perspective to give more realism or detail to
suraces.” Raphael Lacoste
30 Work rom a 3D render: “Sometimes I will even go to 3D sofwareand render a scene with a simple geometry and
Global Illumination and use this as a base to work
on. The use o 3D render is mainly or architecture
or structural compositions though. When it
comes to more natural or organic settings like
a landscape, I use only 2D drawn and textured
elements.” Raphael Lacoste
31 Use color wisely: “I use colorsthat remind me o the ‘point’ o thepiece or character. I’ll usually think about using
boisterous bright colors or happiness, or pastel
colors or a childlike mentality, or muted tones
or somber pieces. I use colors as metaphors
and I ask mysel very plainly, ‘how do I want the
audience to react to this?’” Brett Bean
32
Banish unnecessary brushwork: I use brushes sparingly and I
stick to basic Photoshop brushes or 90% o the
piece. As or technique, I will either work rom
• Painting techniques
Ian McQue uses the Lasso tool in his work © Ian McQue
Texture is hugely important in Ian McQue’s work © Ian McQue
Ian McQue describes himsel as being quite traditional in his
painting approach © Ian McQue
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light to darks (watercolor approach) or start
with lat colors and then add tonal ranges. Each
painting or client comes with a different need. I
try to be open to handling a variety o situations.”
Brett Bean
33 Make it coherent: “I I do my job right, you won’t notice any single
element in the scene - not technique, not
textures, not lighting, you’ll just see a character or
a design. I you see it as a whole entity, then I did
it correctly. Just like in ilm, i you’re noticing the
editing or the crescendo o the score, it takes you
out o it. But i you just see what ‘it’ is, then well
done.” Brett Bean
34 Under paint: “One paintingtechnique I sometimes use is to ‘under-paint’ in grayscale to get the tone and contrast
right, and then use a ew selective color layersto add global colors. I then paint in more reined
colors using a Multiply or Color layer. From there,
it’s easy to paint over in Normal mode as all the
hard work is done.” Jeremy Love
35 Dodge deects: “I like to use theMagic Wand tool with Contiguousturned off, to select areas o similar tone, copy
(Ctrl+Shif+C) then paste (Ctrl+V) onto a new
locked layer then play around with texture
brushes and the Dodge tool. A good example
would be sunlight on roofops or the ocean. You’ll
ind that using the Dodge tool with different
brushes creates some great Specular effects,
especially on metal.” Jeremy Love
36 Select and perect: “I use theLasso tool a lot to create masked areasto paint into. I’ve made a hotkey or the Transorm
Selection which is great or warping selections
around. I also use Inverse (Ctrl+Shif+I) to paint
outside the mask. This works especially well or
organic shapes such as plants.” Jeremy Love
37 Bring the real world in: “I’m
quite traditional in my approach,
and always try to replicate the same sort o
techniques I would use i I were using paint
on canvas. I eel this is more honest than
relying heavily on the shortcuts you can ind in
Photoshop.” Ian McQue
38 Be hard-edged: “I use the Lassotool a lot or creating hard edges,it’s very important in describing interesting
silhouettes.” Ian McQue
39 Make it weathered...“Texture ishugely important in my work. I use thedeault oil pastel brush a great deal to create the
rusted and weathered suraces you’ll see in my
paintings.” Ian McQue
40 ...or create some weather: “Use the Noise ilter or a range oeffects. The most simple technique here is to
add some noise to your image as you would get
on a photo taken with a high ISO setting. Crush
the contrast o the noise and you suddenly getsnow particles. Put a Motion Blur on that and it
becomes rain!” Jonas De Ro
Paint it outThis is the stage where it’s easy to lag. You have
that initial light bulb moment and the adrenaline
that goes with it, and then you the creative buzz
o exploring the avenues you could go down. But
the painting is the work, the meat o the image
as it were, and i it doesn’t continue to look as
good as it did in your mind’s eye then it can be
dispiriting. But keep going, or take a break, or try
a different technique, or work on something else
or a while – whatever you need to do to keep
that inspiration lowing.
“Just like in ilm, i you’renoticing the editing or thecrescendo o the score, it takesyou out o it. But i you just seewhat ‘it’ is, then well done”
Jonas De Ro admits that texture is very important. Reaction to light and texture are the main elements that make up any material,
and everything you paint has a ‘material’ – yes, even clouds! © Jonas De Ro
Custom brushes are great or painting with, but experience is also key © Jonas De Ro
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Make your work your own, withcustom brushes designed or thetask at hand
Photoshop has a massive selection o brushes
and various ways to tweak them to suit, but
or some artists, and or some projects, there
is nothing like a custom brush. These can be
created and re-used by an artist as personal
brushes, or they can be built or a speciic part
o a speciic image. Our experts reveal how
they make and use custom brushes in their
own work.
41 Adding difference: “Using custombrushes is a great way to break up themonotony o a single brush, and they can also be
useul or taking shortcuts in the creative process.
It’s something you have to be careul with though,
too many and it will end up a mess.” Bjorn Hurri
42 Do it yoursel: “Sometimes I useparts o a photo to make a custombrush; sometimes I paint something with a
speciic texture or behavior in mind.” Bjorn Hurri
43 Know what you want: “It’simportant to know what are youexpecting graphically (which texture do you
want to simulate?) beore you create your brush,
because you can effectively create a million
different results. At the beginning, it can be unto discover new effects but you may become
completely lost in your process later on, so you
have to ix objectives.” Xavier Etchepare
44 Bring everything together: “In videogames you ofen work withphotographs or your concepts, though they have
many different resolutions and you will have to
homogenize all areas o your image in the inal
step. Brushes are useul at this point because you
can add a custom texture to make your render
stronger and more personal. I don’t use brushes
to design something, only to reinorce the lighting
and texturing.” Xavier Etchepare
45 Custom cutouts: “Withphotographs I ofen deteriorate theimage with a Cutout ilter to reduce details – this
way I can choose which ones I want on the inal
result. I also do something similar with custom
brushes.” Xavier Etchepare
46 Know when to say ‘no’: “I don’tuse a lot o custom brushes, as I am a bitmore traditional in this area. The main brushesI use are a hard-angled brush to get sharp
shapes and edges, and the simple large standard
airbrush with a very low opacity to mix light with
local colours and create atmospheric blending.
Sometimes, to save time in speciic designs, I will
also use pattern brushes (like scaffoldings ora sci-i theme or trees in a landscape) to create
effects” Raphael Lacoste
47 Use what’s available: “There areso many brush packs on the web that Imainly just go through and keep an assortment
o brushes rom other people. I’ll make a speciicbrush i there is an effect I know I want to get.”
Wesley Burt
• Custom brushes
You can use all sorts o materials to create your own custom brushes © Xavier Etchepare
Raphael preers using hard-angle and standard airbrushes in his work © Raael Lacoste
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48 Play avourites: “I have severalcustom brushes that I preer to usewhen working on sketches and thumbnails. These
are rough, scratchy brushes that keep me rom
rendering too much early on and ensure I stay
in the block-in phase. I also have a number o
brushes that work well or things like ire, clouds,
magical FX, brushed metal texturing, and many
others.” Wesley Burt
49 Texture tactics: “In order to createcustom brushes or textures, I irstmake a clean empty layer. I will ind a texture
that conveys my design intentions like rocks, a
pattern, cloth, or a sci-i symbol. I will erase the
edges so there are no hard edges, and then create
a custom brush.” Brett Bean
50 Silhouette solutions: “Theother way I custom brushes is to createinteresting silhouettes. I will make long rectangle
shapes, or maybe a thin palette knie shape, oreven a triangle. I you convert these to brushes
and mess with direction, you can create some
interesting and helpul accidents or exploring
your designs.” Brett Bean
51 Basic brush creation: “I start witha white 300x300pixel image, and paintmy texture in grayscale. Then I’ll move to Edit >
Deine Brush Preset, and name it. I experiment
with the brush presets until I’m happy, then
select all my brushes and save over my current
set. I sometimes just duplicate and edit the
brush presets o an existing brush which already
has attributes that closely suit what I’m afer.”
Jeremy Love
52 Organize your assets: “To savetime when selecting brushes, I putthe ones I use the most at the top o the brush
selector. I group the brushes I tend to use or
thumbnail development at the beginning and soon.” Jeremy Love
53 Broad strokes: “I mainly createcustom brushes or efficiency when I’maced with painting a lot o the same thing, like
trees or grass, patterns and so on.” Jeremy Love
54 Kick start your creativity: “Ihave about ive brushes I use or justabout everything but sometimes it’s beneicial
to just make a quick brush to save time. Custom
brushes are great or getting a painting started sothere’s already some texture on the page to paint
over. Sometimes it helps me to get started i I’m
having a bit o a block.” Jeremy Love
55 Seek out the best: “I don’tactually create my own custom brushes,and until recently I only ever used deault
brushes as I ind custom brushes tend to create
images that look gimmicky. I do use some o the
brushes rom Kyle Webster’s Ultimate Brush Set
(www.kyletwebster.com/portolio/brushes/ ),
particularly his excellent Chisel Shif 15 brush
which gives me a really painterly eel, reminiscent
o a short lat oil brush. I’m always looking to have
as traditional a eel as possible in my work, so
Kyle’s brushes are antastic or this.” Ian McQue
56 Go custom or speed: “I youwant to create more complex thingsquickly it’s always good to use custom brushes
and custom shapes. These can help with painting
oliage, complex structures and so on.” Jonas
De Ro
57 Be conident: “Use big strong
brushstrokes and think about big
shapes and values. This will allow you to get
ideas down quickly. The secret is to trick the mind
that there is a lot to see, even though afer closer
inspection it is all just painterly blobs. Good
control over your undamentals is key to get the
image across.” Jonas De Ro
58 Whatever brushes you use.... “You can avoid a mirrored look whenpainting symmetrical subjects like aces or
environments, by making sure you alter one
side enough to make it more convincing. It
seems simple but it’s amazing how many artists
don’t take the time to do it. It’s a good idea to
use an off-centre vanishing point when doing
environments anyway.” Jeremy Love
59 Match the brush to brie: “Forquick thumbnail sketches I like to use
brushes that emulate markers and pens as it
gives the impression o meaning to look rough.”
Jeremy Love
60 And once you’ve inished... “Set correction layers on Color i youwant your values untouched.” Bjorn Hurri
Brush off Even i the image doesn’t turn out quite as
planned, having made a set o custom brushes is
never a waste because you never know when theymight turn out to be useul again in the uture.
This is one o the best things about Photoshop -
you can hone, customize and add to its standard
tool set so that it becomes your own unique
workshop, rom which you can create whatever
style o artwork you desire.
“Custom brushes are great orgetting a painting started sothere’s already some textureon the page to paint over.
Sometimes it helps me to getstarted i I’m having a bit o ablock”
An off-centre subject makes an image both realistic and interesting © Jeremy Love
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physical build o a character or a concept piece,
I want that solid ramework really igured out
and established beore going into any sort o
rendering.” Wesley Burt
70 Practice makes perect: “Accruing accuracy rom experiencewill make you aster, whether you realize it or
not. Yes, you need to be airly ast to work in
the entertainment industry, but just being ast
doesn’t do anything i you don’t have the solid
oundations and ideas to go with it .” Wesley Burt
71 Tool up: “You get aster as youbecome more comortable with thetools and begin to know the result you want to
get, and aren’t restrained by the tools. That also
comes rom becoming less indecisive and having
a clear idea or what it is your and doing and
why.” Wesley Burt
72 Think colorul thoughts: “Colorcan be used in many ways to conveymeaning or emotion, you can use it to emphasizecertain things or lead the eye through the
composition with rich saturated colors or through
hue shifs and changing tones. I will employ color
differently depending on what it is I am trying to
do and how it will help or affect the current image
I’m working on.” Wesley Burt
73 Back to basics: “Concentrateon your oreground, mid ground, andbackground. In my opinion, an image needs a
sense o storytelling and a composition to lead
the eye. No tricks, just a real thought behind the
action. Mostly I just see people scribbling or an
hour and it usually equals the term I like to call,
“beautiied nothing.” Brett Bean
74 Slow down: “Take your time andget it right. I think it is very hard to put apersonal touch rom the artist in a speed-painting
so I rarely engage in the activity. I would only use
it as an under-painting as part o a larger piece
o work. I don’t normally just speed paint or the
sake o it.” Brett Bean
75 Pick up the pace: “I’vedownloaded a timer which sits on mysecond monitor. I set time limits or each block o
work and try to stick to it. It stops me rom getting
distracted and keeps me working efficiently.”
Jeremy Love
76 Don’t look too close: “I typicallydon’t zoom in past 50% until theinishing touches to avoid overworking with
pointless detailing. Most people don’t look at
an image or more than several seconds so I try
to only add detail that I eel is essential. Create
the illusion o detail without zooming right in.”
Jeremy Love
77 Hone your observation: “Bypracticing all the time you will becomeaster at achieving what you want. Every spare
moment you get, you should be drawing,
painting, and observing. Always look at how
light and shadow describe the object they’re
acting upon, this is the basis o all good painting.”
Jeremy Love
78 Capture the essence o anidea: “Speed-painting isn’t somethingthat you achieve just by opening Photoshop
and bashing in some photos or texture brushes.
A speed-painting is the rough expression o an
idea, capturing the essence with as little effort as
possible, and it takes years o practice to master.”
Ioan Dumitrescu
79 Do it over and over: “Speed yourprocess up by repetition. Once you havedone something long enough it becomes second
nature, that’s when you can start exploring other
processes in your work. Remember, you will
always have your usual method to all back on or
success.” Ioan Dumitrescu
80 Learn your shortcuts: “A vital
part o being ast is using keyboard
shortcuts and having organized brushes. Know
your tools and learn them inside out. Humans
are an incredible species, beore you know it you
will be able to do everything inside Photoshop
without even needing to think about it. Your hand
will live a lie o its own and help you switch tools
quickly. Another thing that can help is making
your own panels with tools or actions you use
a lot. You can use Adobe Conigurator to make
these easily.” Jonas De Ro
Not your cup o tea?While there are plenty o artists who swear by
the speed painting method, there are plenty
more who think it a gimmick. So give it a go by
all means, but don’t think that you can’t be a
proessional or that you aren’t as good an artist i
it doesn’t suit you.
That said, all proessional artists will have to
work to a deadline at some time in their artistic
career, so the ability to work under pressure and,
perhaps more importantly, to be able to quickly
and simply express the direction your work is
going to go in, is o vital use. Speed is o the
essence, it seems.
Take the plunge when you’re painting in Photoshop, and have conidence in what you can achieve © Brett Bean
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Ready to set the mood?Photoshop has a powerul arrayo eatures that’ll allow you tolight a scene with ease
Mood is everything. I you have painted a
picture that is accurate in detail, but somehow
ails to come alive, then it’s to lighting and
color and the other things that impact on
atmosphere that you must turn. Afer all,
i your image doesn’t make the viewer eel
something – eel anything – then what, really,
is the point o it? And besides that, creating
eeling or your imagery is the un part, so read
on to see what our experts have to say.
81 Dodge details: “I ind using ColorDodge with a high saturated midrangecolor works really well to help light areas and
tweak the base o your painting. I use it mostlyon areas which are receiving a lot o light or that
I want to add subtle color variations to.” Bjorn
Hurri
82 Light antastic: “There are twocategories here where I use lightdifferently. The irst one is concept art where
the light can’t be too dramatic and all the areas
need to be more or less readable, and the second
category is obviously illustration. When doing
an illustration I ocus on mood a lot more. Light
can be heavy or light depending on the directiono the illustration but I always try to use light to
dictate a speciic mood in the subject. It is a huge
part o my art.” Bjorn Hurri
83 Give it a back light: “I ound acontrasted backlight really effectivebecause it reveals shapes clearly and hides
secondary details. It’s important or me to have
many shadows on my images because I can hide
or accentuate as I want.” Xavier Etchepare
84 Think mood, but also clarity:
“For me lighting is key or creating
both emotions and readability. You can have
expressive characters and perect compositions,
but lighting will always empower them. An image
doesn’t look realistic or believable because o
its details but because o your comprehension
o all volumes and materials, and this is exactly
the deinition o the lighting effect.” Xavier
Etchepare
85 Balance light and shade: “You’llind that viewers will ocus on lightspace, and see the shadowed areas as a border,(long lines, contrasts, and so on). You have to
manage both and balance the intensity o each
to avoid disparate ocus points. You have to
play with colors in each one because a realistic
shadow is never black/grey - this is the same or
the white light. Mother Nature makes the things
complex, so don’t eel limited.” Xavier Etchepare
86 Shape the vibe: “Your choice oelements has a big impact. Smoothshapes will make you comortable, triangular
ones will look more aggressive or dynamic,
square ones eel heavy and stable, and so on...”
Xavier Etchepare
87 Think about what you don’tsee: “I love to create ‘moments’.Composition and color is key, and even on
a static image you can create a moving and
immersive moment. I think that creating mystery
in an image, by giving some areas less detail or
making them lost in the mist or instance, helps
create a more interesting picture.” Raphael
Lacoste
88 Learn rom the world: “I thinkthat the best way to learn lighting is
observation. I have been doing photography now
or more than 20 years, with 6x6 cameras, ilm and
digital, and this has educated my eyes a lot. You
will also learn rom every day observation. Look
at your riends under the light when you have a
drink in a bar, look at the sky when you drive back
rom vacations (don’t stare or too long!), look at
suraces, how relection works, what colors are in
the shade, and so on...” Raphael Lacoste
89 Use body language: “I there is
a human (or human-esque) character,
you can create mood very effectively through
the gesture and body language o that character.
We as humans pick up on the subtlest changes
and angles when it comes to the ace and body
or other people. Our visual communication is
extremely honed and you can rely on the viewer
using this perception when they look at the
character or pick up on the narrative.” Wes Burt
90 Strong and simple: “For
characters, I use a three-point lightscheme: main light, bounce light, and rim
light. It’s basic but it lets an audience, a client,
• Lighting, mood and atmosphere
A sci-i world demands that you present an arresting mood and atmosphere © Jeremy Love
Lighting a scene can be tricky, admits Ioan Dumitrescu © Ioan Dumitrescu
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2DARTIST MAGAZINE | 100 top industry tips
43
and a modeler know everything they need to
understand about the scene. I you’re painting an
environment, what I ind most effective is a strong
main light source coupled with bold decisions in
shadows. Dramatic lighting is my avorite to view
and create.” Brett Bean
91 Know your goal: “It’s all in serviceo ‘the point o it’. Everything rom howshadows all to where the main light source is
placed, serves the overall idea. Is it to show off an
alien world with three moons? Is it because this iswhere the hero doubts himsel? Is this when two
people all in love? Does the villain really end up
being the hero? And sometimes it’s just to show
the 3D team how something works.” Brett Bean
92 Examine the unseen: “I use lightand shadow to draw the eye to what Iwant them to see, or not see. It’s just as scary to
see the alien as it is to see dark spaces where the
alien could always be lurking. Something we tend
to orget.” Brett Bean
93 Bring it all together: “To helpsell the mood you can start thinking othe scenery surrounding the piece. Little things
help sell the reality. Look at ilm - the mood is
about the costumes, the lighting, the textures, thecamera setting and composition, and whatever
else is just lying around. All o these add up to the
overall mood and setting.” Brett Bean
94 Darkest beore the dawn: “Ilike to use a Global Darken layer thenerase out areas I want to stand out or where light
shines, like the ocal object in a room or light
coming through a doorway.” Jeremy Love
95
Think about the big picture: “I think about how I can cast shadows
into the image using objects which may be off
shot, like clouds or buildings. It can help break
up your image and contrast areas o interest.”
Jeremy Love
96 Have your cake and eat it: “Agood way to add light and shadow topaintings is to duplicate an unlit, lat colored
layer and then create a shadow version o this
by using the Hue/Saturation dialogue (Ctrl+U) to
darken and desaturate the image. Then create lit
passages using the Eraser tool or the Lasso tool
to deine selections that you can then delete. Thisallows the original unlit layer to be visible through
the shadow layer, effectively creating a lit and
shaded orm.” Ian Mcque
97 Straight to the point: “Mood canbe created through many ways, such asshape relations, color blending, light, characters
and action. Sharp shapes generally denote
danger while rounder shapes calm things down.
Light and shadow can transorm a character
rom a gentle calm old man to a scary creeping
character.” Ioan Dumitrescu
98 Try a sidestep: “Lighting ascene can be tricky. You can use the
generic atmospheric perspective and just add a
backlighting to your image. This creates a lot omood. On the opposite end, ront lit scenes are
harder to nail as the image will have the tendency
to appear lat. Directing light rom the sides can
bring up interesting lighting situations, whereas
a play o shadow and light will complete your
composition.” Ioan Dumitrescu
99 Everybody loves sunsets:“Generally concept artists play around alot with lighting to set a mood. Low light and back
lighting are very popular and always give a more
romantic/dramatic eeling. There is a reason
everyone loves sunsets. When an atmosphere
is thick, or example because o smoke or dust,
light rays tend to become more visible. This is
called volumetric light and is a un and popular
technique to bring the usage o light to the next
level!” Jonas De Ro
100 Hold onto your values: “Good color and value control iskey to establishing mood. Putting warm colors
against cold, or vibrant against desaturated ofen
gives pleasing results. Another good thing to do is
play with atmospheric perspective. This instantlycreates a sense o mystery and also makes it
much easier or your image to read, particularly i
there is a lot o depth going on.” Jonas De Ro
Mean and moodyAnd with your lighting complete, you can take a
step back rom your work and have a well-earned
rest. There’s always more about Photoshop you
can learn, another eature you can explore or trick
you can pick up, but there’s always tomorrow or
that. As all these artists say, nothing really beats
pure artistic skill, practice, and a lot o hard work.
In some ways, Photoshop is the easy bit .
Jonas says low and back lighting always gives a more romantic eeling © Jonas De Ro
What isn’t seen can ofen be as important
or the image as what is © Brett Bean
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Celebrating 100 issues
2DARTISTMAG.COM
2DARTIST MAGAZINE | Celebrating 100 issues
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Thank you or taking the time to read 2dartist
magazine and helping us reach our 100th issue!All back issues are available rom 2dartistmag.com
2DARTIST MAGAZINE | ISSUE 100
45
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3DTotal presents the new issue of3dcreative magazine, a downloadablemonthly magazine for digital artists foronly ₤2.99 (approx. $4.79/€3.69).
Visit www.3dcreativemag.com to see a full preview of the latestissue, subscription offers, and to purchase back issues.
3D characterconcepts
CG expert Jeff Miller divulges his tips
for making it big in the industry
+plus • 10 of the best digital images• Photoreal sci-fi characters• Perfect vintage car models
• Characters for triple-A titles
• and much more!
Nick G. Gizelis explains the first
stages of gathering and creating
textures for detailed characters
John A. Martini reveals his precise
modeling pipelines for photoreal
recreations of real life objects
Discover how Germán Córdoba
modeled, textured and rendered
his image Abandoned Gas Station
Alexandr Novitskiy reveals his tricks
for detailing, modeling and perfecting
a photoreal car mesh in Maya
Replicateobjects in
3ds Max Developstylizedscenes
Mastervehicle meshgeometry
Textures forcinematic
characters
104
Issue 104 | April 2014
The art of
Plus! WIN an online course worth £7,500 from Escape Studios!
ZBrushcharactersCharacter design veteran Kurt
Papstein walks through the
first stages of the dramatic
Harpie Queen
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Each issue the 2dartist team selects 10 of the best digital images from around the world. Enjoy!
Crypt KingdomEytan Zana
Sofware used:
Photoshop
Year created: 2014
Web: ezdraws.blogspot.co.uk
© Eytan Zana All Rights Reserved
2DARTISTMAG.COM
2DARTIST MAGAZINE | The Gallery
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Submit your images! Simply email [email protected]
2DARTIST MAGAZINE | ISSUE 100
49
mailto:jess%403dtotal.com?subject=2dartist%20Magazine%20Gallerymailto:jess%403dtotal.com?subject=2dartist%20Magazine%20Gallery
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Lady o the Fallen
Josu Hernaiz
Sofware used:
Photoshop
Year created: 2014
Web: josuoh.cl
UrashimaMatt Rockeeller
Sofware used:
Photoshop
Year created: 2013
Web: mattrockeeller.com
2DARTISTMAG.COM
2DARTIST MAGAZINE | The Gallery
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2DARTIST MAGAZINE | ISSUE 100
51
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Warriors
Roldan
Sofware used:
Photoshop
Year created: 2014
Web: juanparoldan.blogspot.co.uk
2DARTIST MAGAZINE | ISSUE 100
53
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2DARTISTMAG.COM
2DARTIST MAGAZINE | The Gallery
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They ound it!
Klaus Pillon
Sofware used:
Photoshop
Year created: 2014
Web: klauspillonportolio.carbonmade.com
2DARTIST MAGAZINE | ISSUE 100
55
http://klauspillonportfolio.carbonmade.com/http://klauspillonportfolio.carbonmade.com/
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Sunset on the lowlands
Jessica Rossier
Sofware used:
CINEMA 4D, Photoshop Year created: 2014
Web: jess-studio.com
2DARTIST MAGAZINE | ISSUE 100
57
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Graphic LA
Robh Ruppel
Sofware used:
Photoshop
Year created: 2011
Web: graphicla.tumblr.com
2DARTIST MAGAZINE | ISSUE 100
59
http://graphicla.tumblr.com/http://graphicla.tumblr.com/
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ButterFlyerJason Stokes
Sofware used:
Photoshop
Year created: 2013
Web: stokes.cghub.com
2DARTISTMAG.COM
2DARTIST MAGAZINE | The Gallery
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2DARTIST MAGAZINE | ISSUE 100
61
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New World
Titus Lunter
Sofware used:
Photoshop
Year created: 2013
Web: tituslunter.com
2DARTISTMAG.COM
2DARTIST MAGAZINE | The Gallery
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2DARTIST MAGAZINE | ISSUE 100
63
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LayerPaint allows you to browse the gallery, interviews, news, tutorials and products all dedicated to 2D digital art. On top of that, we have
included a free custom brushes library that is available to everyone.
We wish LayerPaint to be a definitive resource for digital painting, creating a friendly and educational environment that not only helps
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CrazyTalk Animator is a revolutionary animation suite with all the necessarytools to easily create pro-level animation. It provides an exciting new approachto traditional 2D animation with innovative new tools that allow users to apply3D motions to 2D characters.
New powerul eatures have opened new possibilities or reely editing 2D motions
and viewing them rom any angle with a single click. In addition to HumanIK motionediting and seamless mix-and-match character customization, CrazyTalk Animatoralso offers creative and un visual render styles that can dictate or enhance the moodo any scene. While powerul eatures like body motion puppet and auto lip-syncurther reinorce its position as the most creative tool or 2D character animation.
Win a copy o
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TERMS AND CONDITIONS: The competition deadline is 31 May 2014; entries received afer this date will not be considered. Winners will be contacted via email afer the closing dateand prizes will be distributed as downloadable sofware versions only. Employees o 3dtotal.com Ltd and Reallusion (including reelancers), their relatives or any agents are not eligibleto enter this competition. 3dtotal.com Ltd’s decision is inal and prizes will not be exchangeable or cash. By entering this competition you consent to 3dtotal.com Ltd sending youtwice-monthly email newsletters and press releases. You also consent to be added to the Reallusion mailing list. You may unsubscribe rom these at any time.
To be in with the chance o winning one o 6copies o CrazyTalk Animator 2 Pipeline, justanswer the question below beore 31 May...
CrazyTalk Animator is now in which version?
Choose rom one o the ollowing answers:
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c) 1
Send your answer to [email protected] with the subject line: ‘CrazyTalk competition’. The
competition deadline is 31 May 2014.
Be sure to include your name and answer within theemail so we can contact the lucky winners!
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TERMS AND CONDITIONS: This offer expires at the end o 31 May 2014. Requests to download thesofware afer this date will not be considered. The sofware will not be exchangeable or cash. Forhelp with installation o your ree sofware, please contact the Reallusion support team. Please donot contact the 2dartist magazine editorial team with technical queries about CrazyTalk 6 as this isthe wrong department or dealing with your enquiry.
How to get your ree copy o CrazyTalk 6 SE2dartist magazine has teamed up with Reallusion tooffer all visitors a ree, ull-version o the CrazyTalk 6 SEsofware. Simply click the Download your ree copy oCrazyTalk 6 button below to claim your ree sofware.The offer will expire on 31 May 2014.
CrazyTalk 6 SE eatures multiple actor animation or generatingreal-time dialogue sequences, VividEye technology increasingthe high realism o virtual eye movement, and auto human aceitting advancement in Reallusion’s remarkably simple imagetransormation process that converts any 2D image into a ullyanimated digital actor within minutes.
CrazyTalk is a revolutionary tool or creating unique digital content byany user range, or age. Users simply need to import their own image,
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TERMS AND CONDITIONS: The competition deadline is 19 May 2014; entries received afer this date will not be considered. Winners will be chosen at random and will be contacted viaemail afer the closing date with prize inormation. Employees o 3dtotal.com Ltd and Phoenix Atelier (including reelancers), their relatives or any agents are not eligible to enter this com-petition. 3dtotal.com Ltd’s decision is inal and prizes will not be exchangeable or cash. By entering this competition you consent to 3dtotal.com Ltd sending you twice-monthly emailnewsletters and press releases. You also consent to be added to the Phoenix Atelier mailing list. You may unsubscribe rom these at any time.
Questions1. Which o the Phoenix Atelier instructors work at Weta Workshop
and designed characters or The Hobbit?
a) Andrew Baker
b) Cezar Brandao
c) Adrian Smith
2. Which o the ollowing clients has Phoenix Atelier instructor
Adrian Smith not worked or?
a) THQ
b) Ubisof Entertainmentc) Pixar
PrizesFirst prize: Win a seat on Adrian Smith’s /Fantastic Fantasy/ course, worth $800 US!Adrian Smith’s list o clients credits reads likea dream or any aspiring artist; in no particularorder: THQ, EA, Mythic Entertainment, UbisofEntertainment, Vivendi, Blizzard, Wizards o theCoast... And i that wasn’t enough, Adrian has alsoworked with the likes o Pat Mills on comics or theFrench marketplace, plus board games, tabletopgames as well as work or various publishersaround the world. Adrian Smith has the pulse o
the antasy and sci-i community and is an industrystandard and reerenced artist as a true imaginary.The course starts on 26 May 2014.
Second prize: Win a Phoenix Atelier hoodieand T-shirt, plus a USB eaturing Cesar DacolJunior’s /Sculpt an 80s Rock Demon/ tutorial,worth $130 US!Cesar Dacol Junior has been working in the ilmindustry or nearly 30 years. He has served asmodeling supervisor on ilms like /Slither/, /300/and /Journey to the Center o the Earth/ and is theounder o Phoenix Atelier. On the USB prize, Cesar
pays homage to the awesome 80s heavy metalalbum covers by creating his very own version.
Third prize: Win a Phoenix Atelier T-shirt, plusa USB eaturing Cesar Dacol Junior’s /Sculpt an80s Rock Demon/ tutorial, worth $80 US!
To be in with the chance o winning one o these antastic
prizes, just answer the questions below beore 19 May...
Send your answer [email protected] withthe subject line: ‘Phoenix Ateliercompetition’. The competition
deadline is 19 May 2014.
Be sure to include your name andanswer within the email so we can
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10 c o p i e s o f D r a w P l u s X 6 t o b e w o n !
TERMS AND CONDITIONS: The competition deadline is 31 May 2014; entries received afer this date will not be considered. Winners will be contacted via email afer the closing date andprizes will be distributed as downloadable sofware versions only. Employees o 3dtotal.com Ltd and Seri (including reelancers), their relatives or any agents are not eligible to enterthis competition. 3dtotal.com Ltd’s decision is inal and prizes will not be exchangeable or cash. By entering this competition you consent to 3dtotal.com Ltd sending you twice-monthlyemail newsletters and press releases. You also consent to be added to the Seri mailing list. You may unsubscribe rom these at any time.
To be in with the chance o winning one o10 copies o DrawPlus X6, just answer thequestion below beore 31 May...
You can use Seri’s DrawPlus X6 to...?
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competition deadline is 31 May 2014.
Be sure to include your name and answer within theemail so we can contact the lucky winners!
DrawPlus X6 is a powerul and easy-to-use graphics studio or illustrators and
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The latest version o the award-winning DrawPlus has been designed or proessionalgraphic designers, enthusiasts and amateurs wanting to express their creativity in thehome or office. The eature-packed program is great or diverse tasks such as drawingvector art, sketching ideas, designing logos and diagrams, painting naturally, turningphotos into artwork, and creating animations – regardless o previous experience.
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Instinctive, powerful and portable,Procreate lets you work anywhere –
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Want to win a copy?Just email your answer to the following question for your chance to win a free copy of Procreate: How
big (in kilopixels) is the largest canvas size in Procreate? Send your answer to: [email protected]
Terms