Friday, June 01, 2007

Charley Parker’s


lines and colors is a blog about drawing, sketching, painting, artist tools and techniques. It features artists out of numerous genres such as comics, cartoons, illustration, digital art, concept art, motion graphics, animation, paleo art, storyboards, matte painting, 3d graphics and anything else of visual interest.

As long as it has lines and/or colors, it's fair game.

http://www.linesandcolors.com/

Thursday, May 31, 2007

Painting Process/Peter Popken

For those who are interested I uploaded some pictures showing a step by step painting process:

(1) I started off with a drawing I had done a long time ago. A simple marker sketch showing some basic proportions and an idea for a costume design. After opening it in photoshop I duplicated the background layer and set it on “multiply“.


(2) Underneath, on a third layer I started blocking in warm colors using a low key palette.

Sometimes it helps to look for color reference before starting on a whole new picture. Open it in a new window and pick the colors you like.




(3) I wasn’t really happy with the face so far and while fliping the image back and forth I realised that some of the features were slightly out of place. I decided to paint it all new and continued painting while constantly fliping the image and work either on the regualar or the mirrored image. Then I established a few cold colors in the reflections of the skin and hair.



(4) I did the same to the dress and the sword: cold reflection from an imaginary window above and warmer ones from the light reflected from the floor. As you can see I also started to change the proportions of the whole figure by cutting and pasting parts I felt were too long or too short. Also the silhouette needed some more refinement.




(5) To give the whole picture a bit more dimension I thought the figure might cast a shadow on the wall behind. Further I had to check my values to not loose the silhouette of my character. I wanted the focal point to be around her face, collar and a few accents on the belt and sword. Thats why I saved the brightes tones for excactly those areas. The same goes for the amount of detail. Areas close to the center would get more attention than those further away. Some highlights and makeup are added to the face but the surrounding is treated more rough and blurry almost unfinished.

(6) To brake the vertical symmetrical composition I added a few diagonal shapes suggesting shadows casted by a light from above. In this case I put composition over realism and not trying to find out what is right but what looks good. Again lighter and warmer areas in the foreground and cold/dark areas in the background add a sense of depth to the image.



(7) Once the character was set up I decided to add some texture to the background. I chose an image of an aged wall I found on one of the various sides on the net, pasted it on a new layer with “overlay“ setting. The textures on the dress were painted with a simple round brush with “opacity“ set to “50%“.




(8) The trickiest part for me was her hands. I didn’t want to give them too much attention but then again they needed some more refinement since they play a big part in a characters personality. I changed the positions a couple of times and treated them like the face by fliping the image constantly. Keeping the allover value down helps to draw attention away from them.



(9) After turning the background layer on again I cropped the image, merged the layers down and played a bit with the contrasts.

See the all of the tutorial at Peter's blog:
http://peterpopken.blogspot.com/
more info on his websites:
http://www.peterpopken.com/
http://peterpopken.jimdo.com/

Tuesday, May 29, 2007

The Illustration Academy

During the summers of the past several years, The Illustration Academy has brought together some of America's most accomplished and best-known illustrators to share their insights and advice with students. The students range in age from eighteen to sixty years old and have come from not only the United States, but as far away as Hong Kong, England, Belgium, Sweden, Brazil, and Argentina.

Unique to the illustration field is the fact that a graduating student is thrust into the market place and forced to compete with established illustrators. The mission of the Academy is to shorten the gap that exists between the student and the working professional. This problem is resolved using a rigorous hands-on approach implemented by the faculty. The students work through each assignment with a logical step-by-step approach to produce finished illustrations. Driven by real-world examples and deadlines, the students are encouraged to focus on concepts, techniques, and to pursue a personal point of view to make their work unique. Along side the technical demonstrations of media and life drawing skills, the Academy focuses on the functional business practices in the field of illustration. These include self-promotion, advertising, contracts, taxes and accounting.

website, lecture week info, samples
Ringling College of Art and Design
Attn: The Illustration Academy
2700 North Tamiami Trail
Sarasota, FL 34234-5895

Thursday, May 24, 2007

vyle-art/David Levy

Leading concept artist David Levy shows how to paint a piece that’s full of drama, using custom brushes to create a nuclear winter image.
Creating dramatic concept art means capturing the correct mood for your piece. The mood that I’m going to try to achieve in this workshop is one of a nuclear winter, which still has a poetic atmosphere to it. Opposing or contrasting ideas always make for great painting subjects, and a saturated winter is not a very common way to approach an image. With that rough idea and direction, we will let chaos direct the first part of the painting, then slowly give it a meaning and a more concrete perspective, lighting and mood(source: www.imaginefx.com)

visit Davids Website: http://vyle-art.com/
the tutorial: http://www.imaginefx.com/
more tutorials here

Friday, April 27, 2007

Reminder: FMX'07, Stuttgart, May 1.-4.

fmx/07 is organized by the Institute of Animation, Visual Effects & Digital Postproduction of Filmakademie Baden-Wuerttemberg

Animation studios, effect houses, game developers, production companies and postproduction facilities present their latest achievements. Researchers, hard- and software vendors and users debate new technologies and practical application. Creators, financial backers and distributors talk to each other and pitch projects. Graduates and freelancers meet recruiters looking for new talents.

Friday the 4th is a special day, not just for the party, but also for a full day of high-caliber presentations focusing on intelligent characters and the future of games with speeches from Electronic Arts, LucsArts, Midway Games, Lionhead and AIAS, about animation with indy producer Moon Seun and further talks by Pixar, Disney and Aardman, with vfx by Rising Sun, The Orphanage, Framestore CFC, Double Negative and MPC, and with D-Cinema talks by Thomson, Efilm, XDC and more. Topping it all off, Roland Emmerich takes the stage gives his own, personal view on the effect that effects and the digital process have on making films. Then – as mentioned above – business gives way to the final gong at the EA Closing Party.
Sony Pictures Imageworks is committed to the quality of fmx, contributing with four gloves-off contributions from one of the leading vfx houses in the world: high-end effects for Spider-Man 3, making waves in Surf's Up, house-baked performance capture in the new film Beowulf and the next step in 3D with stereoscopic feature films as experienced in the films Polar Express, Open Season and Monster House – including a screening of Monster House!
fmx review: interactive At fmx/07, games are more important than ever. New worlds are being created by professionals and consumers alike, the growth of parallel realities such as Second Life and World of Warcraft is unprecedented. Prestigious speakers talk about procedural animation and believable behaviors, the design and creation of interactive communities, convergence with games & the use of immersive technologies in film production as well as a look at the future of gaming and gaming technologies.
fmx/technologies: This series of talks on Wednesday, May 2nd highlights technology-driven trends and possibilities in animation: non-photorealistic animation offers new creative power to film-makers (Konstanz University and Def2shoot), in-game graphics get realtime – and interactive (NaturalMotion), creatures get hairy (Framestore CFC) and inter-active immersive environments get hyper-real – straight from the house of Crytek. Adobe Research also shows next-gen image editing ideas and Haggi Floeser-Krey casts light into the jungle of commercially available renderers.

Wednesday, April 11, 2007

Speed Racer

After years of trying to get going and numerous false starts, the live-action Speed Racer project is closer to moving forward. The Wachowski brothers, Larry and Andy, will co-write and direct the movie, with Joel Silver producing. It will be the first directing effort by the pair since The Matrix series ended in 2003 (which was also produced by Silver). Other behind-the-scenes talent will also reunite, including Oscar-winning visual effects supervisor John Gaeta. The film will be based on the classic 1960s animated series featuring the adventures of race car driver Speed and his gadget-laden car, Mach 5. Other characters that will appear in the movie include various members of Speed's family and archrival Racer X.(Source: The Hollywood Reporter)

So far Emile Hirsch has been announced as playing Speed, with John Goodman as Pops, and Susan Sarandon as his mother (who did not appear in the cartoon).
www.speedracerlives.com
www.speedracer.com

Illustration by Sean Galloway

Tuesday, April 03, 2007

PIXAR's WALL-E

Disney and Pixar have set Wall-E, Andrew Stanton's next film, for a release date of June 27, 2008.

"WALL E" starts out on Earth in the year 2700. Which -- due to the horrible way that humans have treated this planet -- is now just one massive trash heap floating in space.Earth in fact has become so toxic that -- centuries before our story actually gets underway -- mankind has abandoned the planet. We're now all living aboard the Axiom, this massive spaceship that circles high overhead. Waiting for the day that the planet once again becomes inhabitable.
But the only problem is that mankind hired this enormous, inept corporation -- Buynlarge -- to supervise the clean-up effort. And that company -- in turn -- sent hundreds of thousands of robots down to the planet's surface to pick up all of the trash...read more(spoiler-warning!)

offical Pixar site

upcoming Pixar blog
blog featuring Pixar Animation Studio

Monday, March 26, 2007

Photoshop CS3 Beta Preview

When Adobe released the Photoshop CS3 public beta on December 15, 2006, lynda.com and best-selling author, Deke McClelland, released Photoshop CS3 Beta One-on-One Preview, a series of free video tutorials, which showcase the new features in Photoshop CS3.

lynda.com and Deke McClelland have now released expanded and comprehensive video training course available exclusively to subscribers of the Online Training Library(tm). This series is now available to subscribers and is listed below the free videos.

It teaches essential skills, such as making selections, retouching, and managing layers. It also teaches more advanced skills such as applying Layer Effects and styles, using Adjustment layers, and Smart Objects. New features to Photoshop CS3 such as Vanishing Point 2.0 and Smart Filters are also covered. Exercise files accompany the tutorials.

Download Photoshop CS3 beta here.

Friday, March 23, 2007

12th International Conference on Animation, Effects, Realtime and Content, May 1.-4.

Started thirteen years ago, fmx has grown into a leading event for Digital Content in Europe attracting visitors and speakers from all over the world. After a successful co-operation in 2006, fmx/07 will again run back-to-back with the Stuttgart International Festival of Animated Film (April 26 to May 01, 2007).

Animation studios, effect houses, game developers, production companies and postproduction facilities present their latest achievements. Researchers, hard- and software vendors and users debate new technologies and practical application. Creators, financial backers and distributors talk to each other and pitch projects. Graduates and freelancers meet recruiters looking for new talents.

Tuesday, May 1 The conference kicks off with a full day of lectures and events, many in cooperation with the 14th Stuttgart Festival of Animated Film (ITFS). The Animation Production Day presents business-to-business knowledge for producers and distributors while the fmx/conference deals with production aspects of animated television series and feature films. The day culminates in the joint ITFS awards ceremony and fmx kick-off.

Wednesday, May 2 fmx/forum kicks in with workshops and suites, fmx/expo exhibitors open their doors, fmx/recruiting begins hooking people up with people, the pitchings of European Talents takes place. fmx/review surveys the latest in interactive content creation with a keynote by Jean-Charles Hourcade, Thomson on new trends, markets and opportunities. fmx/conference starts with talks on procedural animation, new animated features, visual effects and non-photorealistic rendering.

Thursday, May 3 fmx/conference turns to the anatomy of characters with the Virtual Humans Forum, the Digital Cinema Day begins, Indian and other Asian companies take the spotlight, as do the Visual Computing Cluster and the Eyes & Ears Junior Showcase.

Friday, May 4 Games and Visual Effects are a main focus of fmx/conference, with an introduction by Joseph Olin of the Academy of Interactive Arts & Sciences. The Virtual Humans forum and Digital Cinema Day also continue, and the Adobe roadmap marks the focus of this year's flashconference.

fmx/07 is organized by the Institute of Animation, Visual Effects & Digital Postproduction of Filmakademie Baden-Wuerttemberg.

Tuesday, March 13, 2007

Alex Toth

Toth's contributions to the comics medium are not widely known among casual fans. He did much of his comics work outside the current mainstream of superhero comics, concentrating instead on such subjects as hot rod racing, romance, horror, and action-adventure.
His stint on Disney's Zorro is highly regarded and has been reprinted in trade paperback form several times and there are two volumes of The Alex Toth Reader published by Pure Imagination which focuses on his work for Standard and Western publishing, but otherwise the bulk of his shorter stories can be difficult to locate. Nonetheless, he is widely regarded as an "artist's artist" and is often lumped among such greats as Will Eisner and Jack Kirby as one of the undisputed masters of the sequential storytelling medium.

Journalist Tom Spurgeon wrote that Toth possessed "an almost transcendent understanding of the power of art as a visual story component", and called him "one of the handful of people who could seriously enter into Greatest Comic Book Artist of All-Time discussions" and "a giant of 20th Century cartoon design." He was formally inducted into the Jack Kirby Hall of Fame in 1990.

In the past few years he contributed to the magazines Comic Book Artist and Alter Ego writing columns titled "Before I Forget" and "Who cares? I do!" respectively. In 2006 Billy Ingram and James Counts of TVparty [5] produced a book titled "Dear John: The Alex Toth Doodle Book" cataloguing his correspondence with John Hitchcock, published by Octopus Press.



Alex Toth may be one of the world's greatest comic artist. His influence is seen in the work of talents as diverse as Jordi Bernet and Kevin Nowlan. The purpose of this gallery is to present his art in its purest form, uncolored and as it was originally drawn.

The Official Alex Toth Website

Monday, March 05, 2007

PAINTER™ Award

PAINTER™ showcases the world's finest digital artwork using Corel's® natural media painting program, Painter.

PAINTER exhibits 209 works by 135 artists across diverse categories such as Portraits, Concept Art, Fantasy, Editorial Illustration and Abstract art. The PAINTER Awards are selected by an industry renowned panel of Painter artists.

PAINTER is presented in a high quality volume consisting of 192 pages and is available at Ballistic Publishing in a leather-bound Special Edition and Soft Cover.

Take a look at the winning artwork here.

Tuesday, February 27, 2007

Free Photoshop Brushes

Every good designer needs an arsenal of brushes to use within photoshop, whether its a grunge effect or some tehno swirls that are required there is sure to be a brush that fits your needs. Here The Tutorial Blog has dugg out the very best they could find. If there isn’t a suitable brush, we have also included some links on how to create your own.

Friday, February 23, 2007

Peugeot Design Contest - The Winners

Design is first and foremost a story of passion, which we have had at heart over the six years of sharing with you. With the 4th edition of the Peugeot Design Contest, the adventure continues. It is the free expression of tomorrow's talents and imagination is its motor. Car design fans, take up again the challenge offered to skill and talent. The great winner

Friday, February 09, 2007

Concept Art - The Corpse Bride

Neil Ross is a production illustrator, designer and art director. He has worked extensively in film and television, contributing to projects including Braveheart, Space Jam, An American Tail 2, Pinocchio, Tarzan 2 and numerous commercials. Some of his concept art for The Corpse Bride is posted on this Blog.

Neil's website his blog deadstown

Friday, February 02, 2007

Storyboard: Tony Wright

Tony Wright works in the film industry as a storyboard and concept artist. Some of his credits include Harry Potter, Cold Mountain, Star Wars: Episode I, The Avengers, Lost in Space, to mention only a few. In the past he was working as an illustrator for magazines such as Melody Maker, The Times, The Observer, The Mirror and a selection of other periodicals. Some of this work is published on his blog.


Here is a storyboard sequence he did for HARRY POTTER & THE GOBLET OF FIRE directed by Mike Newell. It is a version of the final sequence in the graveyard, where Harry is ensnared by Wormtail in preperation for the reinvigouration of Valdermort.

Tony`s rendering style has a wonderful graphic quality to it, still being clear about three dimensional shapes. Using dramatic light and shadow creates atmospherical sceneries. He seems to work primarily digitally, usually in Photoshop and Painter, using a Wacom Intuos tablet for drawing. Click here or image above to see the storyboard

Thursday, January 25, 2007

Digital Set Design - Tino Schaedler

Based in London, Tino Schaedler is a former Architect who has transitioned into the visual effects industry. Having worked for such firms as Daniel Libeskind and Barkow Leibinger, Tino has expanded his skills and has now worked as a digital set designer and art director on many well known films including Charlie and the Chocolate Factory, V for Vendetta, and Harry Potter.

Tino has an academic background in architecture and visual effects. He graduated from the University of Hannover in architecture with honours, studied at the Berlage Institute in Amsterdam, the University of California Berkeley in the U.S. and at The Art Institute of Vancouver. He has taught at the University of Fine Arts in Berlin, the architecture department of the University of British Columbia and the Architectural Association in London. He is currently working on a book and is planning to curate a traveling exhibition on contemporary film design. Read the interview on cgarchitect.com and baunetz.de

www.tinoschaedler.com

Tuesday, January 23, 2007

Illustration - John Berkey

As a staff artist at the Brown & Bigelow advertising firm for eight years, John Berkey produced more than 500 calendar images, featuring everything from pastoral scenes to historic tableaus, before turning to freelance illustration in 1963.Renowned for his robust and impressionistic style, he has created paintings for book covers, movie posters, advertisements, and such periodicals as National Geographic, Life, Time, and TV Guide. Among those attracted to his masterful science-fiction illustrations was the young George Lucas, who commissioned him to work on the pre-production designs for Star Wars. His images appear on 16 U.S. stamps.

gallery 1 gallery 2 buy book

Tuesday, January 16, 2007

Peugeot Design Contest 2007

Paris - Voici les 30 projets sélectionnés parmi les 4000 projets reçus. Vous allez maintenant prendre part au Concours de Design Peugeot en sélectionnant les 10 concept cars finalistes de la 4ème édition.
En cliquant sur un des projets, vous pourrez visualiser l'ensemble des visuels soumis par le candidat, ainsi que le texte de description du concept car.

www.peugeot-concours-design.com


PARIS — French automaker Peugeot is asking the public to vote online for their favorite from 30 entrants in the 2007 Peugeot Design Contest. The winning vehicle design in this fourth annual competition will be woven into a video game for Xbox 360, sponsor of the contest. Thirty design studies, chosen from 4,000 entries that came in from 113 countries, can be viewed on Peugeot's special contest Website. The deadline for voting is January 27. The winner will be announced at the Geneva Motor Show in March by Frédéric Saint-Geours, CEO of Peugeot, and the design will be built for a debut at the Frankfurt show in September — not to mention a debut as part of a future Xbox 360 auto-racing game. Read more... http://www.cardesignnews.com /forums

12th international conference on animation, effects, realtime and content


Started thirteen years ago, fmx has grown into a leading event for Digital Content in Europe attracting visitors and speakers from all over the world. After a successful co-operation in 2006, fmx/07 will again run back-to-back with the Stuttgart International Festival of Animated Film (April 26 to May 01, 2007).

fmx is a platform for Animation, Visual Effects, Realtime and Content where experts and audience exchange ideas, experiences and insights on digital creation, production and distribution of the whole palette of digital imagery.

Animation studios, effect houses, game developers, production companies and postproduction facilities present their latest achievements. Researchers, hard- and software vendors and users debate new technologies and practical application. Creators, financial backers and distributors talk to each other and pitch projects. Graduates and freelancers meet recruiters looking for new talents

fmx/07 is organized by the Institute of Animation, Visual Effects & Digital Postproduction of Filmakademie Baden-Wuerttemberg.

Thursday, January 11, 2007

Digital Techniques - Craig Mullins

Concept artist Craig Mullins has worked on some of the highest profile films and video games in the last decade.Based in Hawaii, he is employed to bring his artistic talents and imagination to bear at the early stages of game or movie development.

Mullins has worked as a matte painter on films such as The Matrix Revolutions, Armageddon, Apollo 13 and Forrest Gump; and concept visualization paintings for games like Halo 2, Marathon 2, Final Fantasy, GoldenEye: Rogue Agent and Prince of Persia. and is working as a concept artist on the film version of Philip Pullman's His Dark Materials, currently in pre-production.

He started as a commercial artist in 1986, producing paintings from architect�s plans. But his career path changed when he worked briefly at the world-famous special effects firm, Industrial Light and Magic. There he got his hands on one of the early editions of program Adobe Photoshop.

He was urged to try digital painting by no less than John Knoll, visual effects supervisor at ILM and co-creator of Adobe Photoshop.

His work is featured in the Expose 1 collection of digital painting from Ballistic Publishing, in which he was unanimously voted the first “Grand Master” award for that series. There is an article about him on the Ballistic site. There is also an illustrated article on the BBC News site.

See his website here(www.goodbrush.com)




Some notes taken by Octavian during one of Craig's lectures at Gnomon
// Digital Techniques

Process by which he starts a painting always changes.

This time he started with a photo and smudged it (smudge tool had a scattering effect on it) leaving only an abstract palette.
The idea is to work from a middle grey value canvas. This way you only have to render maximum of 5 steps up to light, and 5 steps down to dark. Unlike a white canvas where you have to render down 10 steps to absolute dark. Working abstractly with shapes. Using only two values: a light value of about 3 and a dark value of about 7.

Keep working with only these two values until something emerges. (again, this is not to say that he works this way always as he says he always changes it up (and the idea behind this is that he figures since he can't change his way of thinking too dramatically, he figures no matter how he starts he'll always end up with "Craig Mullins" images))

Be careful not to put in too much contrast, not until last steps.

It is better to remain flatter in the beginning to keep the silhouettes clean. Also, keep to much texturing out of the early stages as it confuses the shapes.

Looking for design and composition first

Tips on techniques:
-you can model something up in 3d, take a screen cap, and run a find edges filter over the 3d model. Set the layer to multiply and you'll have something to paint on that gives structure without too much variation (value?)

-some times bring up a canvas, like 500x800 pixels, marquee off little sections and do very small thumbnail roughs in there until something emerges. Then blow it up and paint.

-allow yourself a certain amount of time for brainstorming and creativity. Do not allow judgement to come during that time. At a particular time, look back at the brainstorm and then make decisions about where to go from there.

-Hierarchal significance for any color: 1. Value 2. Saturation 3. Hue

-Positioning of head mass relative to torso mass is a key relationship in the attitude of an illustration.

-To detail or "figure out" a section of a painting in a lower rez image; make a selection of what to detail, copy and paste in new file. Uprez the file by 1000% and paint all on a new layer. When done reduce file to 10% it's size, copy all the painting on the extra layer, paste back into original image (marquee selection should still be there though!)

www.linesandcolors.com

Monday, January 08, 2007

Spectrum Deadline January 26th!

spectrum 14 entry forms now online:
New Category Added (CONCEPT ART)!!

The entry information and forms are available as printable PDF files (Acrobat Reader required) by clicking HERE. They will also be mailing out the actual Call For Entries poster to everyone on the mailing list starting this month and will continue until suppy is exhausted or the deadline for entries hits. A new category for “Concept Art” has been added to the competition this year. Jurors for this year’s annual are Mark Chiarello [Art Director for DC Comics], Marc Gabbana [illustrator/concept artist for such films as War of the Worlds and The Polar Express], Daniel dos Santos [artist], Dawn Murin [Art Director for Wizards of the Coast], Ragnar [artist/animation director], and Adam Rex [artist]. Make their job HARD! The more quality art that is entered, the more difficult the selection process — and, ultimately, the more definitive the Spectrum annual becomes. Let’s make this jury sweat! www.spectrumfantasticart.com

...AH! Cover Art

Adam Hughes is one of the greatest artistic contributors in the field of comics today. Primarily known as a 'good girl' artist, Adam has worked on a myriad of books. Some of Adam's credits include the Justice League, Legionnaires, Star Trek, Ghost and Gen 13 as well as doing countless covers and pin-ups for just about every comic company.

Currently, Adam is the monthly cover artist to DC Comics title CATWOMAN. He tours, appearing at close to a dozen conventions a year (see the appearances page for a list of this years shows).

Official site
'Things That Make You Go..AH!
bio and checklist @ wikipedia

Sunday, January 07, 2007

iPhone concept art

Okan Vardarova has put together a huge collection of iPhone concept art over at his Apple iPhone blog. The art, which has been created by Apple fans, runs the gamut from the impossible to the brilliant to the absurd. In a way, it will be a huge let-down if Apple actually delivers on the iPhone at Macworld this January because it will cut off some of the most creative expressions of Apple fandom.
http://appleiphone.blogspot.com/
The Unofficial Apple Weblog http://www.apple.com/

Thursday, January 04, 2007

Blizzard Art Contest 2006: The Winners

They received an incredible number of entries for last year's Blizzard Art Contest, with more than 3,000 outstanding submissions. Here are the galleries for the 2006 Blizzard Art Contest’s Grand Prize Winners and Honorable Mentions, featuring more than 100 pieces of artwork representing the Warcraft, StarCraft, and Diablo universes. http://www.blizzard.com/

Monday, January 01, 2007

Cover Art

Benjamin lives and works in Munich/Germany as a freelance illustrator for book covers. Further he wrote the scenario for "La Chronique des Immortels", a graphic novel based on the book by W.Holbein. See more of his work on here.