Monday, 22 October 2012

Imaginary landscape thumbnails

Today I've been exploring a technique that is used by many digital artists and it is a great shortcut for creating detailed values on characters, landscapes and vehicles. This technique is an advanced masking technique called the clipping mask.
Here is the result of my new exercise, I have created 3 imaginary landscapes from just a photo reference. To begin with I made a grouped layer with vector masking to create 3 individual canvases. This locks these canvases in way, so I can paint within these 3 canvases without spilling over the edge. Then I began by painting in the sky and horizon choosing colours directly from the photo reference. This is the main reason why I did this from real photograph, not for the general form of the cliffs but to extract real colours from it, because after all my landscapes are imaginary. I then created a new layer, this layer is specific for the base value of the terrain that I am thinking of, so i began with a darkish brown. When I was happy with the general look of each individual canvas I then applied this clipping mask technique. To do this I simply locked the transparent values of the base layer, then created a new layer and under the layer drop down menu I created clipping mask. Now by choosing a lighter brown I was able to paint in highlights over the terrain in the first layer, without disturbing or ruining areas of the sea or sky. I gradually built it up details such as foliage, using the same technique. This technique is definitely useful considering, most people still use the various lasso or other selection tools to mask out individual components, which is frankly very irritating and time consuming. So this technique has definitely been a big hit for me and has boosted my ability to speed paint, and although these imaginary landscapes may not look perfect in they're current state, they can be used as a stepping stone or a basis for a bigger final large scale landscapes.

Sunday, 7 October 2012

Theory


Tone


This could be one of the most important if not the most important design element of any painting, because tonal values helps give an overall feel of depth and form to whatever subject matter/object in a drawing or painting. Grey-scale tonal value refers to the intensities of grey, from a very dark(almost black) to very pale grey then white. So the correct use of tone not only makes our brain recognize a 2D drawing as 3D dimensional but it also makes an object look more interesting





Colour Theory

With colours you can set a mood, attract attention, show energy, or to cool down a piece of imagery. Colour is another important design element, because they affect us in numerous ways, both mentally and physically. 



The colour wheel is your basic tool for combining colours. It is broken up into three colour catogaries, primary, secondary and tertiary colours. Primary colours cannot be made by mixing, they form the foundation of the wheel. By combining these colours you are able to create secondary colours. These colours are Blue, Red and Yellow. A secondary colour is made by mixing two primary colours for example red + blue makes Purple(violet), Red + Yellow makes Orange and Yellow + Blue makes green. Another six tertiary colours are then created by mixing primary and secondary and they form the colours in-between. 

Complemantary colours

Colours that are oppisite each other on the colour wheel are considered complementary colours (for example red and green). Complementary colours are good to create high contrast and vivid/vibrant imagery. Although using a complementary colour scheme is difficult to use in design because your outcome may seem a little jarring.

Analogous colours

Analogous colours are three colours that are adjascent on the colour wheel. Put together in a design they match well and create nice/serene images. The analogous colour scheme is often used in nature and is considered to create harmony in images.

Warm and Cool colours

The colour wheel can be divided into warm and cool colours. 
Warm colours are vivid and energetic and tend to advance in space
Cool colours create an impression of calm and is soothing


Hue

Hue is the term that describes the distinct characteristics or colour property of a colour. In painting it is how much red, blue, yellow, green colour pigments are seen in a paint base. And because colour is a phenomenon of light it is largely dependant on light that is reflected on an object.

Saturation

Saturation is the intensity or strength of a colour with respects of its lightness or "values". This basically means  that colour saturation is the degree that it is defferent to grey at any given lightness.


Value 

The value of colour is based on the amount of light eminating from a colour. the easiest way to visualize this is to remember the greyscale, which runs from white to black. The brighter the colour is, the higher its value. So a Royal purple/blue is typically less in value and emits less light that a sky blue which is higher in value.


Tints, shade and monochrome.

Colours that are mixed with white and black can become a shade or tint. These terms are often used incorrectly. By adding white to a pure hue it becomes a tint colour. And likewise if we add black to a pure hue it becomes a shade of that colour. And if we were to add grey the result is a different tone. Now creating a colour range from a single base hue and making it gradually lighter or darker, using its shades and tones is called a monochromatic colour scheme or range. Monochromatic colour schemes are considered boring because it is essentially one colour but using a monchromatic range can be useful for applying subtle colours of a single hue.


Perspective

Drawing using perspective and getting it right should be a fundemental in your artwork and is soo easy to accomplish if you follow the right rules and guidelines. There are many types of perspective, one point, two point, three point and even zero point perspective. But basically the rule of thumb in getting your perspective right in an image is to literally visualize where the vanishing points are and follow it and practice it. By drawing lines that fit with the geometry set by these guidelines created from the vanishing point, your object, road, building is going to look right and in perspective. Here are a few diagrams that should hopefully display the rule of perspective for your veiwing.




Above you can see that there is a horizon, front and vanishing point. The horizon is ussually eyelevel with your eyesight. That is why the box is below eyelevel and you are able to draw in the roof or ceiling of the box. The box on the right however has an extended section that has risen above the horizon point, hence it is to tall to see the roof and so the veiwer only see's two sides, front and side. This rule can and should be applied to landscape designs, interior designs, vehicle designs but this rule is strictly only for subjects in a frontal veiw perspective.

Here is an example of two point perspective. The differenece here is that you are veiwing the object from the corner and there are two vainishing points, one on the left and one on the right.

Here is an example for three point perspective, you can see that there are 3 vanishing points. This method is good for when you are drawing a massive cityscape from an aerial perspective.

Rule of thirds

The rule of thirds is another guideline mostly used in photgraphy but artist should recognize this rule for good composition within their paintings. The rule proposes that an image should be divided into 9 equal parts by 2 equally space horizontal lines across the image and 2 equally spaced vertical lines. Now using these guidelines the artist should place important compositional elements along these lines or the intersections where the lines meet. By using the rule of thirds and aligning a subject with thee points, it attracts the veiwer to these points, more so than simply centering the subject in the middle of the grid.




Here I have divided my landscape using the rule of thirds and will tell you how it works a little. One of the major points about using the rule of thirds is that the photographer/ artist should align the horizon roughly along one of the two horizontal lines this creates appropriate spacing for the foreground or background. And if I were to draw in a boat in this landscape I would place it on the lower horizontal line where it is meeting either one of the vertical lines. And if i were to draw in a person looking directly at the veiwer standing in the foreground, I would place him on one of the vertical lines with his eyes aligned to the upper intersection points.

Fibonacci Spiral

Similar to the guidlines of the rule of thirds the fabonacci spiral is a logorithmic spiral that comes from one corner of your image and spirals in to a focus point. So similarly with the rule of thirds as an artist you need to align components around this spiral, focusing your subject where the spiral ends...I actually drew in a boat this time to show you.
See how I positioned the boat in the spiral...I also drew in red lines to show how perspective can lead the eye coming from the overhead rockface on the left, around, then back down towards the boat or back to the start.

Monday, 1 October 2012

Visual Library

Visual Library is an art term for having a mental library of shapes and forms connecting to real life experiences. For example.. If a child observed his own hands and the hands of his parents thoroughly everyday for 5 minutes, in theory this child would have a very strong mental image of hands...and suddenly he wants to become an artist....He is going to be very good at drawing hands!

When it comes to designing a concept image it is very useful to expand your visual library because simply using fundementals and basics will not give you the desired outcome.  Here are a few things on how to develop and maintain a strong visual library:

1. Books
- Gives a sense of adventure in most cases.
- As you are reading a book it is literally forcing visuals into your brain
- Story telling
2. Nature
          - Everything relates to nature.
          - In nature you will find existing designs & functionality, look for example at an elephants trunk.
          - Forms (trees, rock faces, buildings, animals.)
3.Travelling
-Experience
- Scale
 -Smell & sound
4. Museums- Understanding.
                  - Scale
                  -Time travel( through history, and maybe even into the future!)
5.Video games & Film - Technology
                                   -Existing designs
                                   -Industry trends.

Things to avoid:

- Playing video games ( this is actually a great waste of time if you are a student of design, only play more video games when you turn "pro")
 -Fan art- much better to draw real life things.
- Copying- No usual depth
- Crap TV- waste of time!                      



Monday, 17 September 2012

Hey guys, today im going to write a little on a concept artist who has recently inspired me. Her name is Saskia Gutenkunst and in this post I will attempt to break down her work and describe how I feel when looking at her awesome paintings!


Ok... so firstly what media is she using?

Well being a concept artist, she usually finishes her paitings digitally. Although, prior to this painting she may have sketched out ideas and/or character concepts using just a pen/pencil in a sketch pad.

What is this Image trying to communicate?

The image is displaying a fantastical magic battle between good and bad gnomes.

How do I think it looks and what do I feel when looking at this painting?

When I look at this image I am automatically drawn to all the vibrant colours that are brilliantly scattered around a dark nightime scene. This makes the art peice very appealing and awesome to look at and it compliments to the theme of fantasy.

What is the Atmosphere and mood of the image?

The atmosphere is full of aesthetic qualitys and effects which makes it distinctive and pleasing to look at. And the overall mood is associated to a place in a fantasy world.

Colour palettes and Composition?

I like how colour in this painting is mainly used, only to show the all the magic happening...because of this she has chosen very vibrant reds, oranges and blues. Considering that the sky is dark and the colours in the characters are pretty dull, she has used very appealing colours to really make it magical. The composition has quite a lot going on with characters both in foreground and the background and she has made the peice really wide so that she can space out and fit her characters in accordingly.

Style?

Saskia Gutenkunst's style for me combines a mixture of cartoon based drawings with good knowledge of anatomy and life drawing.

Also if I was working in the industry for games/film etc.. I would be fairly happy to 3d model these characters because theyre simple and they have interesting form.



My second peice of concept art is from Neal Hanson who does concept art for Arenanet (Guildwars 2).

What media is he using?

I can confidently say that this painting is done entirely digitally with painting software and a stylus + tablet. The buildings look very typicall of the ability to digitaly mask areas using photoshop.

What is this image communicating?

The image is a concept portraying a science fiction setting of an alien planet. It seems to be a plaza or town square setting where aliens are commuting, exploring and relaxing.

Look and feel?

Looking at the image I conceive it imidiately as a fictional world and somewhat immersed in an unkown world where buildings are floating...But why? Is it done by magic or technology? Another feeling I get is the sense of busyness, a mass meeting of the alien population.

Atmosphere and mood?

Again this image is portyaying immense aesthetic qualitys the cubical shapes of the buildings are good to look at. All the figures crowded in the centre are again creating a mood of busyness and a "crowded place". The place in the image also looks like it could be really hot and blistening..palm trees, sand etc.

Colour palletes and composition?

Because the setting seems to be in a desert enviroment Neal has used alot of yellowish brown colours for well lighted areas where the true colours of the buildings sand are made visible. In contrast for everything in the shade he is using dullish browns and greys. And because most of the characters in the foregrouynd are in a shadow he used these dull colours mixed with flesh tones of pink and green but not too much.He also is using blue to show a glowing power source coming from the buildings, roof etc. There is alot going on here in the composition, if you were to use the rule of thirds almost every point is near an object or someones head. In the foreground you are looking out of a sheltered area where plants are dangling from the roof. And as your looking out there is an immense feeling big massive feelings in the background, with the crowd of aliens allthrough out the middle.
Style?

Neal Hansons style seems very photorealistic to me but he is applying alot of fine art and abstract techniques to his concept art peices making them very interesting.