Showing posts with label illustration. Show all posts
Showing posts with label illustration. Show all posts

16 January 2013

Monthly Painting Lottery! (I make art for you for free.)

Its simple: I want to kick out some jams! and make some artwork for folks in the gaming community on G+ and beyond, and I figured a monthly assignment for myself would be a realistic goal.

All you have to do to for a chance for some free artwork from yours truly is to click the Kontactr Button at the bottom of this post, fill in the form with your info and a description of what you want me to digitally draw or paint, and your submission will be numbered and entered into a new lottery each month. Here's the lowdown:

  • On the 5th of every month I will run a random selector and announce the winner on G+ and this blog. 
  • I will spend 5 to 8 hours on every piece and do my best to meet the specs in your description.
  • I will email you your artwork in advance of posting and discussing it on this blog, which will happen by no later than the 20th of the month. 
  • If there's time, I might be able to make some minor changes at your suggestion. If time is short and I can't make changes, please don't beat me. I am a fragile kitten and bruise easily.
  • You can submit as often as you like, but keep it cool. Try not to flood me with piles of submissions, as I will grumble loudly and burp acid.
  • I promise not to share your contact info with anyone, EVER, and also forever pinky swear not to send spammy things to your inbox.
  • If your subject line says, "MAKE ART, MENDICANT!!!" I will love you deeply. 
Thanks guys! Spread the word and submit away!

13 January 2013

Them there lines and funny figures.

Its been a bit since I last posted, so I figured this ought to feature some quality eye candy and a bit of insight. I've been rendering some of the final line art for characters in Arcane Knights, and thought I would share a bit of that as well as some process show & tell. The first pic details two playable female characters up on one sheet:


They read well at a distance, and when magnified display quite a bit of detail. This deviates from the painterly style I usually post here, but the process of creating line art for the characters requires me to be explicit with my designs, which aids the 3D artists when they set out to render one of these characters. When painting I can imply detail with a few quick values and let the viewer's eye fill in the rest. Since this is a bit different situation, I thought I would show the process with another playable character from the game, Winton (he's a bomb-chucking wizard).


He comes off pretty sassy. Again, he reads from a distance. Here's a close-up:





I used two brushes with identical dynamics, only one painted black and the other erased. This is a first generation line drawing, meaning that I didn't do a rough sketch and then trace over, but instead drew roughly and messy and continued to draw and erase, draws and erase. This kept the rough, gestural marks in the linework, which tends to keep things a bit more dynamic and alive. In pretty much any art program you can toggle between two brushes like this with hot keys, and its a method exclusively available to the digital medium (just try it with a pencil, wise guy).

After the line work is done, on a layer below, I paint in a 50% greyscale mask to begin toning, like so:
I do this so that I can use layer modes to paint more values and eventually color into the character. Again, this is a feature common to the majority of painting programs, and you'll see it in everything from concept art to comic books to industrial design. I've found on more than one occasion that if this silhouette doesn't read well, it means I need to fix the drawing before proceeding.


After that I start adding lights and darks, like so:






At this point, the drawing provides more than enough information for a 3D artist to build the character. All the details have been designed and clearly drawn and all the volumes have been indicated. I also added some toothy background texture to sell the drawing to interested parties. He can also be colored any which way with overlay or multiply layers, keeping everything nice and non-destructive. Word!

I intend to share some more info on the creation of digital art using Linux based software soon.

Also, I'm always available for commissions for a wide variety of subjects and media, so drop me a line and let's make some sweet art! Thanks!

15 October 2012

Open Source Solutions and a Couple Tutorials

All hail! I've been working hard lately on a number of freelance projects as well as making headway for the Arcane Knights video game. All my output for these projects is executed in open source software, and I am but one of a growing crowd of artists choosing this path as opposed to using proprietary programs. I would like to speak briefly about my work flow for a typical project and what would be analogs in the proprietary world.

For most illustrations I start out by using MyPaint, which is somewhat equivalent to Autodesk's Sketchbook Pro or Corel's Painter. For a lot of digital artists, the process begins and ends with Photoshop, which is an admittedly badass program, but I prefer MyPaint for its highly flexible brush engine and infinite canvas. It supports decent layer functions, outputs to a growing variety of formats (.png - solid and alpha, .jpg, .tiff, .bmp, and the powerful .ora), and eliminates distractions from the task at hand - creating. The hotkey system is a cinch, customizable, and can be assigned to buttons on your Wacom tablet or a number of supported off-brand tablets. Needless to say, I rely on this smooth program as my primary.

For image editing, I will bounce my paintings into the GIMP. Thousands of folks have posted useful blog entries about various flavors of the GIMP in the past, so I don't intend to speak too much here. Its the Photoshop equivalent in the open source world, and it stands out more and more as newer versions of P-shop slowly remove various functionalities that were once assumed to be universal and basic components. Moreover, you can download a plug-in for GIMP to support the .ora format native to MyPaint, which is HUGE in terms of manipulating heavily layered paintings generated in other open source programs in a standardized format.

Third, I use Inkscape for my vector work. Tracing raster images, building clean and/or complex layouts and logos, or designing and outputting web graphics are the key tasks for which I deploy Inkscape the most. It has a little way to go before it catches up to Adobe Illustrator, but it supports layers, swatches, channels, tight node editing, and so forth - and it plays well with tablets to boot. You can output to darn near any file type imaginable, including a lot that I've never heard of, and I've had considerable success importing .ill files from Illustrator!

If you have any suggestions or ideas on 2D work flow in open source software, feel free to email me or comment below. Meanwhile, I've assembled a two-part tutorial on Youtube detailing some speed painting and rendering techniques, please check them out! Audio was recorded using Audacity and video was recorded using RecordMyDesktop and edited with OpenShot. Cheers!

Speed Painting Demo - Part 1
Speed Painting Demo - Part 2

23 June 2012

Regicide and the Wandering Monk: Shramana Album Cover

My good friend Reggie Herbert started a band a couple of years ago called Shramana, which is a special kind of anti-superstitious wandering monk, here in Missoula. Reggie rocks guitars and sings the songs while Levi kills and kills the drums, and they've written a killer/sick/rad album called 'Dreaming As Punishment.' They've got tight grooves and bring forth mountains of sludge and dirt from the underbelly of the Rockness Monster.

At their inception, Reggie was awesome enough to ask me to print their first round of t-shirts and patches, and we spent an awesome afternoon getting those done. Fast forward two years, and Reggie asked me to bust out the album art and a revised logo for 'Dreaming As Punishment.' Of course, sir! Would love to! They put the image on both the album and some full color pins, which was a great bonus! Here's the original art for the cover:






My god, this one was fun. All crit and feedback appreciated as per usual. You might want to check out Shramana's band page or Reggie's local music blog to get a good feel for these rad dudes. Thanks!!!!!!!!

22 June 2012

Opius - alt metal friendship and the Art/Rock Nexus

Years ago, my friend Scottie Matthews taught me about rocking a guitar nice and hard, Black Metal, noise rock, and a bunch of other skills and ideas that fall squarely under the heading, 'Radness.' Scottie has always been, and will continue to be, a thunderbolt of guitar prowess and metal erudition. Since those fateful days of my early twenties, Scottie has moved his family to Madison, WI, put together a truly talented group of dudes to form the band Opius, and has almost finished his full length.

Scottie needed artwork for the full-length, and I had waited the better part of a decade to make him some rockin' images for whatever band he was steering. This included front and back art, as well as developing their logo. At some point I would like to post an in-depth process of illustration for this, but for now the final pieces:





Opius official band logo, painted in MyPaint (I only rock open source these days). Next, the album cover:



And finally, the back cover:

Once again, any and all feedback is greatly appreciated! I will do my Montana best to address all comments posted. Thanks!

20 June 2012

Foul Beastie for a Good Friend

Here's a piece of concept art I rendered back in March for Robert Parker's "Rogues and Reavers" blog, where he simultaneously dives off the deep end into the Old School Gaming Revival (OSR) and builds his own swords & sorcery world called Krul.

Mr. Parker has lived and breathed gaming and weird fiction for the better part of his life, and when he asked me to develop a critter for Krul, I happily accepted. You can check out his full description of the Varmints here; for now, gaze your eyes on this nasty little nightmare-eating beastie.





If you'd like me to mock up some monsters for your campaign world, game development, or story ideas, just drop me an e-mail; I would be happy to work within your budget or for trade. Check out Rogues and Reavers for a dose of pop culture sword & sorcery analysis and some old school gaming. Thanks!