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20
CGI TIPS
RT
AGE
A
E THIS IM
E
CREAT
STEAMBOT
STUDIOS
Meet the creative team
behind Prometheus and
TRON: Legacy concepts
MIXED MEDIA
DESIGN
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ISSUE 106 CONTENTS
ISSUE 106
WELCOME
Welcome to the latest
issue of Advanced
Photoshop. This month
we unravel the world of
commercial design, as the
creative teams behind the
biggest videogame and
film titles reveal their tips.
ANNALISA SAYWELL We talk to Steambot Studios on how it bolstered its
Deputy Editor commercial standing when working on concepts for
blockbusters Prometheus and TRON: Legacy. This is
followed by 20 CGI tips and a game concept art
32 MASTER GAME
IN THIS ISSUE:
PHOTOMANIPULATION feature, where we explore the part Photoshop FEATURE:
PHOTO EDITING currently plays in creating industry-standard imagery.
GRAPHICS
NEW MEDIA If this inspires you, why not follow our step-by-step
DIGITAL PAINTING
TYPOGRAPHY tutorial for creating videogame concept art? You can CONCEPT ART
also re-create our stunning space scene cover image, We discuss the latest tools and technology being
used to create stunning effects
using only stock assets and Photoshop features.
If all this wasn’t enough, we also show you how to
design commercial packaging using mixed-media
techniques; easily replicate isometric type exclusively
COVER ARTIST
in Photoshop and work with dynamic lighting to build
SEBASTIEN HUE a photoreal surreal image.
www.shue-digital.com On the free disc this issue you’ll also find a great
Sebastien is a self-taught
collection of creative resources to try, so head to page
artist who is an expert at
creating sci-fi images and 96 to find out more. See you next month!
matte paintings. This issue
he guides you through
re-creating this epic space
scene from scratch.
FIND US ONLINE:
@advancedpshop /AdvancedPhotoshop
62 PHOTO RETOUCH 8
HOW I MADE:
003
Contents issue 106
Issue 106
contents
Eye on Design
What’s hot, who’s in and the
latest art & design happenings
06 pro panel:
Our contributors share Photoshop secrets
08 portfolio interview:
Urban explorer
16 project focus:
Automotive advertising
18 studio interview:
Steambot Studios 38 Build videogame concept art
004
ISSUE 106 CONTENTS
TECHNIQUES REVIEWS
Professional artists reveal their high-end skills in our easy-to- We put the latest creative kit,
follow workshops books and apps to the test
24 FEATURE
20 CGI tips 62 HOW I MADE
Photo retouch 8 80 FEATURE:
Perfect Photo Suite 7 Premium Edition
32 FEATURE
Master game concept art 66 WORKSHOP
Dynamic lighting 84 REVIEWS:
Samsung Galaxy camera, Massive Black:
72
Volume Two
38 WORKSHOP
Build videogame concept art
HOW I MADE
Agent Escape
44 WORKSHOP
Create space art 74 WORKSHOP
Build isometric type
50 WORKSHOP
Astro landscapes 88 READER INTERVIEW
Engaging commercial art
54 HOW I MADE
Rise 92 RESOURCE PROJECT
Work with wooden textures
56 WORKSHOP
Design commercial packaging
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96 ON YOUR DISC
Free with issue 106 of
Advanced Photoshop
EXCLUSIVE CREATIVE
VIDEO TUTORIALS
Learn how to convincingly transform
flat NASA images into a 3D globe and
create multiple lighting effects in CS6.
PLUS:
• Tutorial project files
• Exclusive wallpapers for mobile and desktop
• Paint splat vectors
eye on design pro panel
eye on design
pro panel
Our contributors explain how they created
these stunning effects using specific tools
mikko lagerstedt kode abdo
www.mikkolagerstedt.com www.dabosslogic.com
Work with Camera Raw and Photoshop to effectively combine two or more photos in a Think simple when compositing
composite piece. All you need to do is open an image in RAW format, edit it, then export your image, but still pay attention to
this into Photoshop as a Smart Object by holding Shift and selecting Open Object. You can detail. This is a skill you will learn
easily go back and re-edit the image’s temperature, contrast and exposure in the Camera Raw interface. over time and will mean your images are less likely
■ Mikko’s Astro Landscape tutorial can be found on page 50 to be cluttered with useless objects. You can then
replace these with particular niceties that take your
© Mikko Lagerstedt
images to the next level. You’ll also have more time
to add and blend subtle lights and colour tones.
■ Kode’s Dynamic Lighting tutorial is on page 66
© Bosslogic
Motion Blur and Field Blur create motion and depth, bringing your
Double-click your Smart Object to revisit Camera Raw at any time image to life
reid southen
http://rahll.carbonmade.com
Chromatic aberration effects are a
great way of adding subtle
realism. These are tiny colour
fringes you often see in photos. Replicate this effect
by copying and merging your finished image, then
pasting it into a new layer. Select the Lens Correction
filter and move the Red/Cyan and Green/Magenta
sliders to the same numbers, but in opposite
directions (negative/plus), until you’re happy.
■ Turn to page 54 for Reid’s How I Made image Remember, less is more. This effect should be barely noticeable
006
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■ Skurktur’s Commercial Packaging tutorial Contributors
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2013
ISSN 1748-7277
007
eye on design portfolio Interview
portfolio interview
urban
explorer
Gustavo Brigante reveals the
www.eenia.com secrets of his vast portfolio
G
raphic design for Gustavo Brigante is a follow my work feel very enthusiastic about it… This
constant process of evolution. He boasts a mix was derived from several explorations and
portfolio with an array of personal and learning around its usage for different effects.” Here
commercial offerings that fuse different we talk to Brigante to find out how he’s built such a
styles to keep his work ever on the edge. He has remarkable portfolio and what experiences have
forged a solid career as a freelance designer and inspired him along the way.
illustrator to answer both the demands of his clients
and his own tough learning goals. What has been the driving force behind
“My non-commercial work is done purely because your ever-evolving work?
I love what I do and because I’ve had some idea or My portfolio has always been sort of a pusher for me
seen something that [had a strong] impact on me,” – as in looking at it and realising I was either doing
Brigante comments. “As for commercial work, I use something plain wrong; repeating myself on
inspiration from different sources – but it’s not a something (even repeating something that could be
completely cold thing. I put in a lot of effort, try to useful); or mixing two styles/techniques of different
develop [and] when the client is open enough to let works to go somewhere else with them. I guess all
me create freely, I try to surprise them… [I want to] of these factors lead to you improving in a dynamic
give them not only a great solution for their needs, way, without trying to lose the essence of what
but also show that I care [and want] to give them the originally inspires you…
best I can using everything I think necessary.”
Keeping work fresh and experimental is How do you balance commercial and
important to Brigante. It’s about taking his work into personal work in your portfolio?
another realm, fusing the variety of his experiences I sometimes have both types of work going on
and inspirations to create something new. His simultaneously. Mostly when I end up working on
evolved lighting techniques are particularly key to his big projects for clients, I’ll sit back and take time to
portfolio’s success, as he explains: “The people who work on a personal project, with commercial being
001
001 20 tips from KDU
artists: Created
especially for the
KDU tips special,
regarding lighting
tips for combining
3D work into an
image. Brigante
also modelled
some little robot
cats for this piece
© Gustavo
Brigante, APM
002
Fotolia TEN
Second Season:
Brigante was
selected by Fotolia
to represent his
country for Fotolia
TEN, an educative
project that
enables students
to get the PSD of
the piece for free
for two days,
paying a minimum
cost to download it
after that © Fotolia
008
002
009
eye on design portfolio Interview
003
010
040
portfolio interview eye on design
the last thing on my mind. This fuels my desire to found people like YouWorkForThem, which was also portfolio tips
keep working in this profession. Personal projects a great influence – their work was so amazing it Gustavo Brigante offers his advice to those
are important. In Argentina, some studios don’t give made me want to know more about design. As looking to build up their body of work
employees enough time to work on anything illustration goes, I think Alex Fuentes from Los
personal – that’s why I have freelanced most of the Fokos has such inspiring and varied work that it work hard and work a lot
last 11 years. made me want to improve my illustration skills a lot. If you don’t have client work, learn. Read a lot, read about
design and also read about general culture and history –
He creates amazing work, so you should check it anything that can enrich your work through stories,
What have been the greatest out: http://losfokos.com. photography and experiences.
003
Alien Movie
Poster: What
004
happens when you
get a freelancer
from another
planet designing a
poster? Well, this is
a pretty good idea
© Gustavo
Brigante, ET
004
TV Party:
Composition and
retouching work for
Chilean model
Camila (Musa de
Lirio) that she used
for her portfolio. It
was featured in
several Chilean
publications,
newspapers as well
as websites
© Musa de Lirio
006
011
eye on design portfolio Interview
guy. Also, because I spent all of my teens absorbing Your Projects combine many formats, with Photoshop and After Effects work, because we
influences from music, literature and movies, I guess Can you explain your methods? were mainly making commercials for TV.
it all adds up and shows, whether consciously or not. A few years back, while working at a studio, I met
I never really find myself thinking what I’m doing is some good friends who convinced me that I needed How do you achieve the vibrant
necessarily urban, although I do like the term being to add 3D to my skillset. Most of them pointed me to lighting in your designs?
associated with my work. CINEMA 4D, so for the first time in my life I left my Light is a recurrent obsession I have. I don’t think
I don’t know if I can describe my style. I guess I’m fears towards 3D at the side and spent two or three that’s necessarily bad for this profession, since there
too afraid of claiming something I won’t maintain in days figuring out how to work with it. I had daily are a lot of ways to show it. It radically affects the
time, so I could describe it as an evolutionary style. I support from Matias Furno, Santiago Crescimone, result of any given work, particularly when there
adopt influences from daily life and external sources, Rodier Kidmann, Agustín Ramos, Cesar Pelizer, needs to be contrast between things, in order to add
while trying to maintain an underlying sense of Eugenio Costa and Matias Masciotra, who had to put atmosphere. While it’s different creating lighting for a
cohesion around the main influences that made me up with me and answer 20 questions a day. They two-tone logo than for a Photoshop composition
start in the first place… deserve to be named! At that time I started to mix 3D mixed with 3D, the basics are the same. Of course,
012
portfolio interview eye on design
013
eye on design portfolio Interview
me at first was enormous; I thought it weird… If you add light and/or shadows to one tree
but not the one next to it, the effect won’t work [in the
was some sort of wild horse I would never same way] for the global composition.
014
040
EYE ON DESIGN AUTOMOTIVE ADVERTISING
PROJECT FOCUS
AUTOMOTIVE
ADVERTISING
WE TALK TO NIKLAS LUNDBERG ABOUT CREATING ART THAT
C
SELLS BOTH A CAR AND THE EXCITEMENT OF THE RACE TRACK
ars are everywhere in advertising, from WHICH CONCEPTS OR IDEAS WOULD YOU SAY
television commercials to billboards and ARE IMPORTANT TO BEAR IN MIND WHEN
magazine spreads. As such, coming up with CREATING WORK FOR AN AUTOMOTIVE
a unique way to sell an automotive concept ADVERTISEMENT SUCH AS THIS?
can be no mean feat. Nevertheless, that was the It depends on the project, but in this case when
challenge Swedish artist Niklas Lundberg faced working with shapes that interact with the car, you
when he was approached to create commercial art have to be careful because you don’t want to add too
selling both the Japanese Grand Prix and the Infiniti much clutter… The connection between the diagram
© Niklas Lundberg M30d S Premium model. and the artwork was very important to the client, so
ABOUT THE ARTIST This project presented a unique challenge in that it it was essential that it had a nice flow and that you
NIKLAS LUNDBERG had to sell the Infiniti car while incorporating could feel the interaction between them.
www.diftype.com elements of the Grand Prix. To represent both the
Diype was established in 2006 as sleek desirability of car design alongside the CAN YOU DISCUSS THE STEPS YOU WENT
the creative playground of Niklas technical precision required on the race track, THROUGH TO GET FROM A BLANK PAGE TO
Lundberg. Born and raised in Lundberg depicted the vehicle sitting underneath its THE FINISHED IMAGE?
Umeå, Sweden, he specialises in
design and illustration and has engine parts. The gears are large and vibrant, with Using the client’s sketches as reference, I started
worked with a wide range of the elements surrounding their chunky design that with the car on a blank canvas. I roughly created the
international clients such as
Nissan, Infiniti, Red Bull Racing and
evoke movement and power. The overall sense of composition above it and played around with
the Grammys, to name but a few. composition sells the idea of the car as both a fierce different elements corresponding to the client’s brief,
His work has been featured and attractive machine, all the while bringing to mind to emphasise the specific features of the car.
around the world in various books
and publications including IdN. the sensation of slamming around hairpins and Everything had to weld together seamlessly,
speeding down long straights. This embodies the including stock photos, numbers and data. Some
NAME OF PROJECT
INFINITI & RED BULL thrill of the Japanese Grand Prix and Suzuka track. diagrams had to be made up but some were actual
RACING – F1 diagrams provided by the client, tweaked and
@diftype CAN YOU TELL US A LITTLE ABOUT THE BRIEF reworked to blend with all the other elements. I
YOU WERE GIVEN? WHAT VISUAL CUES DID remember the tricky part was to make the transition
YOUR CLIENT WANT YOU TO ACHIEVE? and flow from the diagram through to the elements
This project was pretty interesting because the client above the car. Details such as shards and data were
chose six artists to work on 20 illustrations. They then added at the very end to tie it all together.
spread them out between us… I created a total of five
illustrations for the Australian Grand Prix, European HOW DID YOU GO ABOUT USING PHOTOSHOP
Grand Prix, Belgian Grand Prix, Japanese Grand Prix TO MAKE THE GEARS LOOK SO DYNAMIC?
and Abu Dhabi Grand Prix. The client had already WAS YOUR CHOICE OF TONE IMPORTANT?
made sketches, so it was just a matter of taking it I used different painting techniques on top of stock
one step further. The whole concept was about the images. As the [main tones being used] were red and
features and performance of the Infiniti M3Od S white (those of the Japanese flag) it was a tricky to
Premium, so it was a matter of give [the piece] nice shading, as red is such a strong
visualising it in a more-interesting colour and the client wanted it [to be] extremely
and colourful way. A car was saturated. [The] way around this [was] creating a
selected based on how well its Hue/Saturation layer as coloured on top of the
There is a lot more to the standard features matched the Brightness/Contrast and Curves (depending on
work, but I did some retouching colour scheme for each poster
was based on that of each host
of transmission gears and then cut out small parts of
them, creating an effect as if they were almost
of the car that the client sent country’s national flag. finished, being built from top to bottom.
016
Automotive advertising eye on design
Lundberg used stock images of gears, but applied visual Lundberg says one of the project’s biggest challenges was For Lundberg, composition is key when creating a good
001 tricks like cutting away some of their parts to create a 002 working in the tight space above the car. His work had to fit 003 image. It’s certainly what makes this illustration work, with
dynamic sense of composition. The gears appear to be built with the client’s layout and placement, as well as take into the different shapes of the gears and tiny details, such as
from the top down by the shards emanating from the car. account the positioning of the typography. the data within their spokes, making the image jump out.
Initial composition
Refining ideas
Which Photoshop tools did you find Which photomanipulation methods did What tips or tricks would you offer to
particularly useful when applying you find key for the project? other artists looking to create a
your edits? There is a lot more to the composition in this image similar effect?
Brightness/Contrast, Curves, Hue/Saturation and than pure photomanipulation work, but I did some [When approaching a project like this] you need to be
the Brush tool. After laying out the composition it’s retouching of the car that the client sent me, as well comfortable with creating interesting and balanced
just a matter of painting the lighting. I use a Wacom as some of the stock images that I used. I cut them compositions. Lighting, as I mentioned previously, is
when painting highlights, midtones and shadows (I out using the Pen tool, cleaned them up with the very essential when it comes to the final [outcome],
use it for everything else too. I can’t remember the Clone tool and made sure they looked clean enough but without an interesting composition it doesn’t add
last time I used a mouse for anything). Personally I as a base. From there I started to paint the lighting much. I work a lot with [Photoshop’s] grid and find it’s
am a fan of using Brightness/Contrast paint in the on them individually before putting them together. absolutely necessary in order to achieve good
mask layer to produce these settings, but they can After I was satisfied with their placement, I added balance. However, you need to make sure your result
also be achieved using a coloured brush and playing shadows between them using clipping masks. I still looks natural, so a good tip would be to
around with different blending modes, such as prefer to use clipping masks on all my layers, sometimes turn the grid off and just go with your
Screen and Overlay. especially when painting on top of them. [artistic] senses.
017
STUDIO INTERVIEW EYE ON DESIGN
STUDIO INTERVIEW
STEAMBOT STUDIOS
S
WE EXPLORE HOW THIS STUDIO HAS STRENGTHENED ITS COMMERCIAL
STANDING, THROUGH TEAM DYNAMICS AND SOFTWARE APPLICATION
teambot Studios started with just two ABOUT THE STUDIO
members no more than six years ago. “[At STEAMBOT STUDIOS
first there was] just Thierry ‘Barontieri’ www.steambotstudios.com
Doizon and myself,” explains co-founder Steambot is a visual-development
David ‘Vyle’ Levy. The pair went through industrial studio creating world-class content
for international clients in the film,
design school together in France ten years before videogame, advertising and
their collaborative venture. From the very beginning publishing industries
Left to right: David Levy, CEO global; Joël Dos Reis Viegas, visual director; Sébastien Larroudé,
the pair formed a clear ethos for the studio that they @steambotstudios Montréal studio manager
have strived to maintain. “The idea was to gather
artists under a common cause and protect us from
The Man,” he reveals. “We effectively took our future
into our own hands.”
The pair had grown a reputation online within the
digital-design community, but only as individuals, so
both struggled to make any significant impact
professionally. However, they soon realised the value
of strength in numbers, as Levy reveals: “Having a
collective identity was the way to promote ourselves
and have more clout than a single artist, who is at
Storm Approaching: This concept image shows a rendering of
the mercy of questionable management.” an imminent storm. This is one of the many highly dramatic
scenes in the film Prometheus © 20th Century Fox
From very humble beginnings, with absolutely no
capital, Steambot Studios began planning its first
intellectual property, Exodyssey. “With only a rough
sketchbook at hand, the idea was discussed at a
local cafe,” Levy tells us. Here they invented a core
commercial idea that would gravitate more and
more artistic talent to their cause. The team has
expanded beyond recognition since then, to include
talented individuals such as visual director Joël
‘Feerik’ Dos Reis Viegas and Montréal studio
manager Sébastien ‘rainart’ Larroudé.
Rectifier top view: A typical image of TRON: Legacy. It’s
Larroudé joined the team with his keen eye for very minimal and elegant. The Rectifier was the digital
part of the project, but we oversaw the construction of
photography, meaning compositing became a big the nightclub with its Daft Punk area too © Disney Studios
part of Steambot’s style. “For us, Exodyssey became
an obsession, a place where we could all gather meant departures, but Levy himself adopted the role Despite the studio’s offices being dispersed over
round and discuss our daily frustrations, our angers, of CEO, due to his experience as an art director in several locations, the team still manages to pull
but more importantly our visions,” he says. “It also videogames. “I now take care of managing the links together to work effectively as a unit. Each individual
became an experimental place for us to develop our between accounting and contracts and do a lot of the brings something different to the table to maintain
own characters and personalities through very customer connections from Los Angeles, where I the quality that clients expect. Larroudé puts this into
passionate, often fiery discussions.” live and work,” he explains. clearer perspective: “David (Levy) comes from an
The team continued to overcome obstacles and Dos Reis Viegas, with his raw talent and punchy industrial-design education, Joël (Dos Reis Viegas)
creative individuals joined who could help conquer vision, became the energy behind Steambot Studios’ has a background in 2D animation and mine is in
production dilemmas. “Coming from the animation image and is now its visual director. Larroudé photography, with a range in architecture.” Each
business, Joël (Dos Reis Viegas) was adopted pretty oversees all projects and clients in Canada and is member has adapted to new design areas, such as
much the same day we met him,” Levy says. “He producing the studio’s future line of products. “Our animation, compositing and concept art. “We
became a real driving force behind our projects too.” producer in Austin, Texas, Kristy Tipton, manages understood very quickly that all our experiences
After these initial experimental years, the dynamic our shop and seminars along with her husband John pooled together would multiply our creative force,”
within the team changed, responsibilities were Tipton,” explains Levy. “We’ve also just hired a he adds. “It must be noted that I really enjoy the work
adopted and a major turning point was drawing near website manager and a graphic designer. We mostly of my partners and friends and this enjoyment is
for the studio. This is when Levy feels Steambot connect with one another online, as we are for the reciprocated. We have a lot of respect for one
Studios transformed into a true company. Sadly, that most part separate by locality.” another’s work.”
019
eye on design studio interview
many things we’ve learnt by being problem when you hit the wall. It’s all about a fresh pair of
eyes, so whether the advice is good or bad, at least you have
something to start working with.
eager and hungry to succeed
Sébastien Larroudé, Montréal studio manager,
■ tip 2
Listen carefully. Very often we see young artists jump at a
Steambot Studios design without even trying to understand the problem given
by the art director. Understanding a problem is half the battle.
■ tip 3
Change your tools regularly. When you constantly use the
same tools, your designs have a tendency to always look the
same. Modifying your tools will help you evolve.
■ tip 4
Stay healthy, because you’ll likely be sitting for most of your
professional life. That’s why David does Yoga, Sébastien
climbs and Joël dances hip hop. It’s what keeps us going.
■ tip 5
It never becomes easy. As an artist, by definition, you should
constantly progress, which means you will never be fully
happy about your work. Challenges and difficulties enable
you to stay sharp, so embrace them.
020
040
studio interview eye on design
021
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20
USE 3D AND 2D TO PRODUCE
LIFELIKE RESULTS
TREVOR CRANDALL
WWW.TREVORCRANDALL.COM
When designing creature concepts and illustrations,
I’ve found that combining the strengths of 3D and 2D
together is a very efficient and flexible means to
achieving great renders.
CGI TIPS
THE BASE RENDER
I used ZBrush to create a simple render of the
model, with some basic materials and textures
applied. I also made a variety of render passes in
ZBrush to experiment with, including textures,
WE SPOKE TO TOP 3D ARTISTS TO FIND OUT lighting and materials that are taken into Photoshop.
024
20 CGI TIPS TECHNIQUES
025
TECHNIQUES 20 CGI TIPS
© Yegor Kalynychenko
BEFORE
026
20 CGI TIPS teCHNIQUES
HAIL 32-BIT
Photoshop’s ability to handle 32-bit images
provides a wide range of information in the BASE IMAGE
image, enabling the artist to make really
clean edits.
smoothing
At this stage the spaceship was too sharp, so I
Bring aeriel perspective to scenes used the Blur tool with a big smooth round brush,
igor rashkuev gradually applying over the edges until a good
http://oxeren.deviantart.com result was reached. I then cropped the image.
Here I added the effect using a add details and correct light
blue layer with Screen blending To add the snow I used the Stamp tool with
mode and using a Z-Depth map different Stipple brushes from the Natural brushes
as a layer mask. You can also preset. Photoshop brushes can also be used for
simply draw a mask for your the smoke and dirt. I often use a gradient in
© Igor Rashkuev
aerial perspective layer by hand. Overlay mode to lighten a scene.
027
teCHNIQUES 20 CGI TIPS
The background was The Liquify filter was an easy I found adding some simple Finding the right colour is
time-consuming to create in and intuitive tool to help highlights and shadows using always hard but it gets easy by
3D, so I decided to add a 2D improve different parts of the Dodge & Burn brought a lot to using Photoshop’s layers and
background in Photoshop. character’s silhouette. the final image. painting some simple masks.
028
20 CGI TIPS TECHNIQUES
029
teCHNIQUES 20 CGI TIPS
© Pascal Blanché
030
20 CGI TIPS teCHNIQUeS
adam sacco
www.soulty.com
In photography the goal is to take away camera and lighting flaws, but
when compositing 3d renders we are always trying to add these
imperfections to help ground an image in reality. If a render is too
perfect it will look too computer-generated.
To start this process I used a Z-depth pass rendered from V-Ray to
add some depth of field. I copied the Z-depth pass into channels as a
new alpha and using the Lens Blur filter.
Next I selected the hands and separated them to individual layers to
add motion blur separately. around this point I added some chromatic
aberration by using the Lens correction filter. The idea was to add some
subtle yellow or blue channel shifts to mimic a camera lens shift.
For the lighting I used Frischluft's Volumetrics plug-in (available from
www.frischluft.com). This adds light rays from brighter parts of the
image. I used the window as a source for lighting and Levels were
tightened to increase the contrast. Both dark and light tones were
sampled from the image and painted on a new layer covering the
image. This layer was set to color blending mode at 10% to aid in
bringing all the elements together.
To finish I added a top layer at 50% grey and around 3-8%
monochrome Noise was added, set to 30% opacity. I also added some
white and black dust textures to the whole image and set it to screen original
blending mode at around 20% opacity.
«clikpic»
Websites for photographers
MASTER
GAME
CONCEPT
ART
WE DISCUSS THE VIDEOGAMES INDUSTRY AND HOW
PHOTOSHOP IS USED TO CREATE STUNNING EFFECTS
M
any concept artists are understandably enticed by the videogames industry, where ideation is the
name of the game as professionals get to design the appearance of weapons, characters and
even entire worlds.
However, this industry works at a faster pace than any other, so be ready to keep up. Not only
does a videogame concept artist have to adapt to demands from art directors, they also have to continuously
acclimatise to new digital technologies and creative tools. The development of your work demands an almost
undying devotion, knocking out weaknesses on a daily basis.
Here we discuss the enthusiasm for this type of work with a group of industry professionals, explore
avenues into the industry and find out what is expected of creatives operating inside it. We’ll also look at ways
you can adapt to working in a team and the latest techniques that enable artists to create the awesome work
we have on show. So read on, be inspired and discover what it takes to become a videogame concept artist.
032
MEET THE EXPERTS
CÉLINE ZORGNIOTTI
www.thetwodots.com
After working inside various
production teams in France and
Canada, Zorgniotti founded Two
Dots with Xavier Thomas.
JOSH KAO
www.jkconceptart.com
Kao’s first job in the industry was at
High Moon Studios. Currently he’s
working on God of War: Ascension at
Sony Santa Monica Studio.
KEVIN DUC
www.kevinduc.com
Duc studied Animation at Savannah
College of Art and Design. Eight
years on, he’s working at Gearbox
Software in Plano, Texas.
LEVI HOPKINS
www.levihopkins.blogspot.com
Hopkins spent most of his career at
ArenaNet working on the Guild Wars
franchise, before moving on to
become a full-time freelancer.
RAY LEDERER
www.raylederer.com
Lederer began as an illustrator,
working on various comics and RPG
books. He then turned to 3D game
art and eventually concept art.
NICOLAS BOUVIER
www.sparth.com
Bouvier started in the industry in
1997, working for Darkworks in
Paris. After six years he left for
Montreal to work for Ubisoft.
XAVIER THOMAS
www.thetwodots.com
Thomas began studying Civil
Engineering, but felt restricted so
decided to start over and ended up
working in videogames.
Halo 4 - Infinity interior. first rendering by Jihoon Kim © Microsoft/343 Industries
033
TECHNIQUES MASTER GAME CONCEPT ART
Working as a designer in videogames can be at this craft you have to practise, practise and that puts a huge emphasis on group effort. The
particularly tough, after all it’s one of the largest and practise some more. It really comes down to putting finances associated with videogame production have
fastest-growing industries around. There are ups in the creative mileage.” meant notably larger creative teams. “But this can
and downs, constraints and demands, just like any However, some procedures deserve more of your also be credited to evolving technologies,” explains
other industry, but these can be easily navigated by attention than others. Composition, colour theory, Nicolas Bouvier, AKA Sparth (www.sparth.com).
investing time in your own personal skills. Levi anatomy and perspective are strong requirements “Production requires a lot of specific engineers,
Hopkins (http://levihopkinsart.blogspot.co.uk) for any concept artist. Josh Kao (www.jkconceptart. programmers and 3D artists.” He uses his own
certainly agrees, as he explains: “For me personally, com) adds: “I would say the important things I’ve experience as an example: “The Halo 4 concept art
the best education is practising all day. To get better learnt are perspective, traditional figure drawing and team was composed of 12 concept artists at its
painting. But learning to work peak, which is quite unprecedented. Each had an
The Halo 4 concept art team was with a group of people is most
important. Without this skill I
individual speciality and specific talents.”
This clearly shows that the opportunities are there
composed of 12 concept artists at its don’t think I would be a very for you to specialise in this industry, which in turn
034
MASTER GAME CONCEPT ART TECHNIQUES
035
TECHNIQUES MASTER GAME CONCEPT ART
■ The design brief for the UNSC SAW in Halo 4 was to make a light machine gun, so I based it on real-life Squad Automatic Weapons
(SAWs). At the thumbnail stage I started out by exploring shapes and the art director Kenneth Scott pointed out which parts he liked
from the variations, so I basically combined all the elements into the final design.
■ I start by laying down solid black thumbnails with clearly ■ Lock the layer with the Lock Transparency Pixels options. ■ This image is an example of how no matter where you paint
defined shapes. This is quick and you can create a lot of different This enables you to paint inside the silhouette without losing on these layers it will only apply within the boundaries of your
variations in a short amount of time. This is one of the most any shape. You can paint directly, but I also create a new layer shapes. This means you can continue to build contours quickly
important parts of the design process. and clip this to the silhouette layer. and intuitively.
036
MASTER GAME CONCEPT ART TECHNIQUES
037
TECHNIQUES BUILD VIDEOGAME CONCEPT ART
DIGITAL PAINTING
BUILD VIDEOGAME
CONCEPT ART
P
HERE YOU’LL LEARN HOW TO PAINT A SKYRIM
SCENE USING PHOTOSHOP TOOLS
hotoshop has forever changed the
landscape of possibilities for artists. The
software provides an ever-increasing
toolset that has a wide range of use. As
digital painters and illustrators, we use a focused
bandwidth of tools on a daily basis to create new
worlds and ideas.
Sometimes we’re asked to create a unique piece
that has a specialised goal and in this tutorial you
will see just that, as we take you on an unorthodox
yet simple path to the final product. Here we’ve
frozen a moment in time in a pre-alpha Skyrim
scene and then painted over it to visualise what
we really wanted it to look like. This painting was
originally designed to be video-captured, used as
inspiration for, as well as part of, an internal sizzle
reel for our company, then later released to the
public for marketing.
OUR EXPERT
RAY LEDERER
www.raylederer.com
Ray is a concept artist at Bethesda
Game Studios in Rockville, Maryland
USA. He began using Photoshop
professionally in 1998 for his first
videogame job as a character
modeller/texture artist/animator.
Since then he’s learned to use
Photoshop as an indispensable
illustration tool for the
entertainment industry, as well
as books and other projects.
@raylederer
038
BUILD VIDEOGAME CONCEPT ART TECHNIQUES
01 GET STARTED
Sometimes in concept art you are asked to
do a paint over, which if you haven’t guessed already
is a painting over a pre-existing image to further
visualise an idea for the rest of the team. Photoshop
is the perfect tool for this kind of work as it enables
you to iterate on top of source images to create
anything you like, without some of the headaches of
having to start from scratch.
02 BLOCK IN FORMS
Begin with your source image pasted on its
own layer separate from the backdrop, leaving the
Background layer neutral. Start roughing and
blocking in your subject with your choice of brushes.
Here we’re using a round brush set to 60-80% Edge
Hardness with Opacity set to 80%. You can use the
lighting in the scene to guide your tonal choices or
come up with a new scheme.
039
TECHNIQUES BUILD VIDEOGAME CONCEPT ART
06 COMMIT TO A SHAPE
Once you have gone through several
iterations of figures, it’s time to decide which is going
07 APPLY SELECTIONS
Select your canvas, hold Ctrl then press the
left arrow key once. This will snap your selection
08 WORK OUT THE DETAILS
Now it’s time to become a leatherworker,
armourer and seamster. We want to sell the world of
to work best. Now you can start lighting and detailing around every pixel on that layer. It will also move Skyrim as a tangible experience for the player, so it’s
your figure. Create a new layer to paint on top of so everything over one pixel to the left. While still time to start painting details. Once the basic forms
you can make mistakes freely. It’s advisable to keep holding Ctrl, press the right arrow key once to return are laid out you can start focusing on the details like
your layers minimal, as it’s easy to get lost and everything to its original position. Now you have just studs, fur and engraved designs. Use a combination
forget which layers have what information in them. the pixels of that layer selected to do whatever you of hard round and chalk brushes with varying
Failing to organise layers will result in more like with. This may sound complicated but after opacities and Edge Hardness settings. There’s no
maintenance and a prolonged painting process. repeating the method you’ll quickly adapt. right way to do this, so just experiment.
040
build videogame concept art techniques
11 bring in colour
Create a new layer, fill (Shift+F5) a single
tone to be your base atmosphere and set this to
Multiply. This is why you want to keep your value
range in the midtones, as if you stray too far out to
the extremes, the Multiply setting will blow them out
even further. The further you are away from a neutral
value (50% grey) the more exponentially blown-out
your values will be.
041
techniques build videogame concept art
17 final touches
Now it’s time to commit. Flatten your image, copy and paste it onto a separate layer and paint any
tweaks or experiments with Dodge & Burn for even higher-contrast highlights and shadows. This is also a
quick tip
Flip your canvas often to check if your
composition is working. If it feels balanced when
great way to get even more subtle lighting cheaply onto your picture. You can paste a flattened version of your reversed, it’s likely a good composition. You can
image on top, then change its Hue/Saturation or any other values to create hotspots or focal points by erasing set this up as a hotkey using Actions. Go to
away pieces of the altered top layer. Window>Actions and create a new Action, press
the Record icon at the bottom of the Action
window, then open Image>Image Rotation>Flip
Canvas Horizontal. Toggle the recording off by
pressing the Stop button at the bottom of the
Action window. Assign a hotkey to that action and
you’re good to go.
18 print ready
Sometimes it’s good to use a Gamma and
Exposure adjustment to correct for printing or
different temperature qualities on cheaper screens.
Go to Image>Adjustments>Exposure and use the
slider bars to correct as needed for whatever output
you are targeting. You will find that every printer is
different but a general rule of thumb is to print the
correct gamma right around 1.10-1.20. Bumping up
the Exposure setting by around 20% can help
increase the saturation without crushing your
high-value fidelity, but make sure to save multiple
versions just in case.
Clipping masks
Crush the B/W paintings into single layers so you
can use clipping masks to paint on top of your
individual B/W layers. You can layer multiple clipping
masks on top of a single raster layer. Create an
empty layer above the layer you wish to paint on,
Ctrl/right-click on that layer, select Create Clipping
Mask and start painting on top of your B/W layer.
You can treat your clipping mask like the layer
beneath and it’ll mask any other layer you create.
042
TAKE THE OUCH OUT OF RETOUCHING
New
Version 11
Released!
Winner of Photoshop Creative’s Editor’s Choice award (issue 96, Jan 2013)
at PortraitProfessional.com.
PHOTOMANIPULATION
WORK IN
PROGRESS
FROM EMPTY SPACE TO A
SPRAWLING SCENE
03 APPLY A 3D EFFECT
Add a vector mask to create a textured
circle, then insert a new layer and apply a horizontal
gradient from right to left, with a black-to-
transparent style. Next, highlight the left borders with
your selection still active and use a soft white brush Progress 2: Add and refine
to simulate a horizon lighting effect. With your
selection still active, create a new solid black layer
above your planet layer, set to Screen blending
mode. Add a cyan (#bbe6f2) Inner Shadow Layer
Style at 40% Opacity, with Distance set to 40px, Size
at around 250px and Angle at 170 degrees. Next,
apply a bluish Outer Glow at 65% Opacity, with a Size
of 50px and a Range of 55%. Add a bluish Inner Glow
at 75% Opacity, with Size between 100 and 120px. Progress 3: Boost effects
044
CREATE SPACE ART teCHNIQUES
045
teCHNIQUES CREATE SPACE ART
07 no stars, no space
What’s a spacescape without a spread of bright stars? These are elements that will improve the
authenticity of your image. To add them, begin by creating a new solid black layer and apply some white dots
08 focus the lighting
Creating a definitive light source in your
scene is another crucial step when producing
at varying opacity and sizes. Duplicate your new star layer, size it up or down, rotate it and reset the Opacity to believability. We’ll begin by importing the planet we
80%. Merge the layers, duplicate this new layer, rotate it again and add bigger painted dots with associated created in Steps 2 and 3, duplicating this and placing
star colours. Repeat these techniques until you’ve created a believable spread of stars. the new layers in other areas of the image. If you
want to vary the look of your planets, we suggest
creating a file full of alternative textured globes and
importing from this selection. The sunlight that’s
represented here by a large white dot will define the
position of your planet’s lighting.
quick tip
Take your time to clearly define the light source in
your scene, as it’s a crucial element when
creating believable worlds and will save you a lot
of time in the later stages. This essentially directs
the orientation of a planet in accordance with its
light and shadow.
046
CREATE SPACE ART teCHNIQUES
09 use 3d files
Import the supplied ‘Spaceship_model_render.jpg’ and ‘Asteroids_render.jpg’ into your scene. We
need to correct hard edges or pikes generated by the 3D program, so take the Lasso tool with Feather Radius
10 apply motion blur
The elements here look a little too static, so
we need to imagine how all the scene would look if
set at 1px and redefine the edges of the asteroids by erasing from the edge selection. This method is manual animated. Picture this in your mind’s eye and try to
and offers a better degree of control when refining edges, however, you can save time by using the automated think of the global movement of asteroids in space,
Refine Edge tool. Hit Cmd/Ctrl+Opt/Alt+R to activate the tool’s option set instantly. for example. Select several asteroids, apply
Filter>Blur>Motion Blur and simulate this movement
with an applied Angle of -53 degrees and a Distance
of between 4 and 6px. Try to be coherent when
relating the motion of one element to the next.
047
TECHNIQUES CREATE SPACE ART
T
TEXTURE IN 2D
CREATE THE ILLUSION OF 3D SPACE USING TWO-DIMENSIONAL PHOTO STOCK
he difficulty when working in three dimensions is
understanding how your three axes are actually defined in
your scene. However, your favourite 3D program will
normally work this out for you, which is very convenient. The
program will calculate everything according to your XYZ axis and once
you apply the texture to your object, the perspective will readjust
wherever you move your object or camera.
However, what if you’re applying outside of a 3D program? Problems
can occur when you try to translate a 3D object into 2D space. Never
fear though, because luck is on your side if you’re at least starting with a
3D-rendered object, such as our spacecraft. This render will give you
clues as to the actual perspective required, but it’s still up to you to
define it correctly, corresponding to the proper perspective when
painting or texturing stock in post-production. Here we show you the
best ways to tackle this creative conundrum and get plausible effects.
048
CREATE THE ART OF THE FUTURE
w w w. 3dar tistonline .com
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TUTORIALS INTERVIEWS INDUSTRY INSIGHT BEGINNER ADVICE EXPERT GUIDES
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TECHNIQUES ASTRO LANDSCAPES
PHOTO EDITING
ASTRO LANDSCAPES
I
LEARN TO CREATE A DREAMY LANDSCAPE BY COMBINING
TWO NIGHTTIME IMAGES INSIDE PHOTOSHOP
n this tutorial you’ll learn advanced photo- older versions of Photoshop, though CS6 is
editing techniques, as well as methods to preferred. You will learn to dodge and burn in a
colour correct and seamlessly integrate images unique way and add highlights using selections. We’ll
into one night-time image. also be using Photoshop’s powerful Clone Stamp
By combining two different night views, we’ll be tool, adjustment layers, masks and brushes, which
able to create a unique-looking image full of details all enable you to work in a non-destructive way.
and a dreamlike atmosphere. We’ll be working with These Photoshop features help us preserve
large files, particularly those catalogued in the steps. original light values and colour information while we OUR EXPERT
The techniques used throughout are possible via edit the final image in a wholly flexible manner. MIKKO LAGERSTEDT
www.mikkolagerstedt.com
higher perspective in a landscape taken at night or with a blue horizon is a good choice for this kind of work. @MikkoLagerstedt
SOURCE FILES
On the disc you’ll find the images
used to create the looks in this
tutorial, as supplied by artist Mikko
Lagerstedt. These files include the
‘ML_landscape.jpg’ and ‘ML_
milkyway.jpg’.
WORK IN
PROGRESS
FROM CONCEPT TO
FINISHED ART
BEFORE IMAGE
02 BEGIN SKETCHING
Now create a new Photoshop file at 2,775 x
3,566px with a white background and start sketching
03 IMPORT THE LANDSCAPE
Import the supplied ‘ML_landscape.jpg’,
rename it ‘background’, move it to the lower part of
Progress 1: Establish forms
with a 30% Opacity brush using black. The the canvas, duplicate it and hit Cmd/Ctrl+J. Now look
importance of sketching is that it lets you see how over your image to find distracting elements and use
the composition will appear in the final piece. You the Clone Stamp tool to remove these. Group your
can use this as a reference at any time. existing layers and name this group ‘Background’.
050
perfect landscapes techniques
051
techniques astro landscapes
quick tip
Hold the Shift key when dragging a layer from
another Photoshop file to line the image perfectly
on the canvas. When moving the layer, use the
Shift key again to align the image either
horizontally or vertically, which will prevent the
image from moving out of the canvas.
052
astro landscapes techniques
09 achieve a reflection
The water reflection is crucial in this image, as without it the result will immediately look like a
composite. We can create this effect by using a stamped image and the Transform tool.
10 adjust your tones
Once the reflection is cut out, it’s time to
start colour correcting the layer. Do this carefully by
applying adjustments layer by layer, applying clipping
001 002 003
Make this stamped layer by hitting Cmd/ Hit Cmd/Ctrl+T to activate the Transform Add a layer mask while holding the Opt/Alt masks to each one. Add a Hue/Saturation
Ctrl+Opt/Alt+Shift+E and rename this new controls, then Ctrl-click your layer and key, so it’ll be filled with black and the layer
layer ‘reflection’. select Flip Vertical. will be invisible. adjustment layer and apply a clipping mask. Set
Saturation at -13, Lightness at -7, then shift the
midtones down by using a Curves adjustment layer.
Mask out the Curves layer with a large soft black
brush to make it lighter, especially in the misty parts
of the river.
11 add highlights
To add highlights, create a stamp layer as in
Step 9 then go to Select>Color Range, set this to
12 create a glow
To make your landscape glow, make
another stamp layer by hitting Cmd/Ctrl+Opt/Alt+
13 make final adjustments
Use a new Levels adjustment layer to add
some contrast to the final image. Adjust the
Sampled Colors and check Localized Color Clusters. Shift+E. Go to Filter>Blur>Gaussian Blur and select a Midtones to 0.96 and apply to this adjustment layer’s
Ramp Fuzziness up to 196, set Range at 100%, then 2px Blur. Set a Soft Light blending mode at 65% mask so it doesn’t affect the whole image. Add
select a highlight spot on a star. The highlights are Opacity, then open your Layer Style options and click another Hue/Saturation adjustment layer and
now selected and you can hit Cmd/Ctrl+J to on the Underlying Layer panel. Drag and split both reduce Saturation to -15. This is because the glow
duplicate this layer. Set the blending mode to Screen, black and white points to reveal the shadows and we made in the previous step will have increased the
with Opacity at 65% and rename it’ highlights’. highlights then rename this layer ‘glow’. overall image saturation.
053
techniques how i made
how i made
rise
reid southen
T
illustrator and concept artist Reid Southen reveals
how he achieves dramatic depth of field and lighting
his image was part of a pitch for a movie by
Theory Films (http://theoryfilms.co.uk).
“This is still under wraps, but it’s about
forces not of this world,” artist Reid Southen
(http://rahll.carbonmade.com) says. “There’s an air
of mystery surrounding this structure bursting from
the desert floor.”
As with all cinematic landscapes, perspective
became an important factor in this image’s impact.
“Atmospheric perspective dictates a drop in contrast
and saturation in the distance,” Southen explains.
“Elements take on a bluish cast, so it’s crucial to
paint and alter stock images in a way that achieves
this [look] accurately.”
Southen describes this image as a mix between a
concept and a matte painting, but admits his
dependence on photo stock. “I must have used at
least two-dozen different images in order to match
the landscape to my initial sketch,” he says. “It
involves a good amount of stitching, colour
correction using Hue/Saturation, Color Balance,
Levels, cloning and good old-fashioned digital
painting to combine everything convincingly.”
054
how i made techniques
055
TECHNIQUeS DESIGN commercial PACKAGING
GRAPHICS
DESIGN commercial
PACKAGING
W
Combine analogue and digital-illustration
techniques to create a dynamic CD cover design
hen working on album artwork for ready for printing. The tutorial is expressed through a
artists in the music industry, our goal case study of the album artwork for Days of
is always to create dynamic imagery Transcendence by the Norwegian band PELbO.
that will keep the viewer’s attention Using Photoshop, we’ll combine quick sketches
and interest over time. Using a combination of tactile with manipulated images to create a rough
and digital techniques throughout the design process mock-up, before using traditional drawing and
helps us preserve the organic, real-world feel of painting techniques to create a dynamic inked Our experts
traditional media, while taking advantage of the artwork and textures for colouring effects. These will SKURKTUR
flexibility and time-saving tools of digital editing. be scanned and distributed into separate layers. www.skurktur.com
In this tutorial we will show you an example of Adjustment layers and different blending modes will Skurktur is an experimental design
collective based in Trondheim,
how we work to bring an album cover design from produce the desired colour tones and effects. Finally, Norway. Mixing different types of
the initial mock-up and sketching phase, through we’ll apply texture layers to give the entire image a mediums, the collective primarily
produces illustration-based work for
digital editing in Photoshop to the finished graphics coherent tone and evoke a vintage result. clients in the indie music scene.
056
DESIGN MUSIC PACKAGING teCHNIQUES
057
TECHNIQUeS DESIGN commercial PACKAGING
08 place colours
With all the colour areas on their own layers, we can play with
colour textures. Set the blending mode for the inked layer to Multiply
09 edit colour texture
Start by bringing the initial mock-up image into the document. We’ll use this as a
rough reference for editing the colour textures. Create a Hue/Saturation adjustment layer
and bring one of the scanned textures into the Photoshop document. To and assign it as a clipping mask over the colour texture layer. Next, by moving the sliders
place the colour texture within the borders of a masked colour area, on the Hue/Saturation adjustment layer, tune the colour of the texture to loosely match the
arrange the layers so that the colour texture is on top of the designated colour scheme of the initial mock-up. A Levels layer can also be applied in the same
mask, Ctrl/right-click on the layer and select Create Clipping Mask. manner to tune the contrast of the colour texture layer.
058
DESIGN commercial PACKAGING teCHNIQUES
059
TECHNIQUeS DESIGN commercial PACKAGING
project brief
The process of designing a CD package
The design brief was pretty open in this project.
Covering the area of a six-panel digipack, the design
was also to be made in vinyl and poster formats. The
client requested a dark feeling to the cover, but
nothing heavy metal. It was also requested that the
design be made epic and artsy, without being
pompous, but essentially it had to somehow be
related to the album title.
To build a better basis for generating meaningful
ideas, we often ask the client to list keywords
relating to themselves and their music. We also ask
them to find images they find inspirational and
interesting. These usually work as good references
for ideas. In this project the music itself inspired a lot
of concrete ideas. The explosive rhythms and
dreamy tones, led by a prominent tuba, evoked the
idea of a dreamlike scenery, where objects seem to
float in space, or they might be whirling down into
the ocean’s depths.
060
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techniques how i made
062
how i made techniques
how i made
photo retouch 8
Luz Tapia
There is no denying that when a photo retouch is
L
done well, it is truly a thing of beauty. We spoke with
Luz Tapia about how she creates her digital miracles
uz Tapia has only been retouching since the Brush, Clone Stamp tool and Curves all feature. But essential for keeping results realistic. However, I
end of 2012, but has created some great her start point isn't the most obvious: “I begin every experiment the most by altering the colour of the
work. Like a lot of retouchers, she finds the retouch job using the Liquify filter to correct the image. It’s the part that I enjoy the most too!”
line between an edited and a realistic image symmetry of the face or body. No exception.” Despite Tapia plans to produce a series of
hard to define. “I think the biggest challenge is having her set routine for starting an edit, Tapia photomanipulations, mixed-media work and photo
retouching the skin and making the final result look realises the importance of expanding her skillset to rectouches, all based around her original characters.
natural,” she says. “I make most errors on the skin. get the best results. “I used to retouch skin only using On a professional level, she aims to carry on with
That is always an area that I need to improve.” the Healing Brush,” she admits. “Now I use Curves retouching but to also branch out to illustrating book
Tapia's choice of tools will be familiar to most and the results are 100 per cent better. Curves enable covers. To see more of Tapia’s work, visit her online
retouchers – the usual suspects of the Healing you to preserve the texture of the skin, which is portfolio via www.luztapia.com.ar.
063
techniques how i made
07 the background
The background was fixed by creating a
new layer and adding a gradient with two values of
08 the colours
At this stage I could play the most and it’s now that I recommend simply trying what fits your image. I
used another Curves layer to lighten the image a little bit. I also lowered the saturation, applied a Magenta
grey. This looked better and made it easier for me to Photo Filter and used Color Balance to achieve the look I wanted.
remove some loose hairs near the neck and on top
of the head. I removed them with a layer mask. I think the biggest
challenge is
retouching the skin and
making the final result look
natural… I make most
errors on the skin. That is
always an area that I need
to improve
going further
It’s always important to look back at an image you’ve created and try
to be objective. When you’re making the actual edit, there are too
many other things to consider to have the necessary distance, so
give it a few days and then cast your eye over your work. In this
particular image I feel parts of the hair are a little messy, so I could
have done a better job there. I also think I went too far with the
armpit. It needed quite heavy retouching and although it is better
than what it was, the aim of retouching is to make it realistic and for
the viewer to not be aware that any editing has taken place. I think
the armpit shows that the image has been retouched, but every
image is a learning experience and by looking over past work I can
avoid those mistakes in the future.
064
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techniques master surrealism
066
DYNAMIC LIGHTING TECHNIQUES
PHOTOMANIPULATION
DYNAMIC LIGHTING
S
COMBINE PHOTO STOCK, TEXTURES AND BLENDING MODES TO
PRODUCE A SURREAL IMAGE
urrealism is the name of the game in this manually applied lighting, using both brushes and
tutorial, as we take you through a Blend Modes. These lighting effects are far from
Photoshop process that will help you frivolous however, as many will be binding our
achieve high-end photoreal surreal image elements together, creating realism in an
effects, using an array of comped resources. Lighting otherwise unbelievable image.
effects feature heavily, as we show you how to apply Thanks to Troy Huynh and V2lab we’ll start with a
contrast, highlights and shadows to tie all your model image that’s the foundation of the artwork.
elements together in a believable fashion. Once you have completed this tutorial not only will OUR EXPERT
You’ll need to be familiar with basic Photoshop you be able to light and construct a photoreal surreal KODE ABDO
functions as we tackle ways to cut out images using image, but you’ll be ready to reapply many of the www.dabosslogic.com
Kode is an artist from Melbourne,
the Pen Path tool. We’ll also look at how to enhance techniques across other light-inspired images. Australia, setting his sights on the
big city of New York. As a self-made
01 02
RESIZE YOUR DOCUMENT REFINE THE HAIR DETAIL SOURCE FILES
All the images and brushes used to
Open a new document at 3,800 x 4,900px, Soften the edges of your model so they’re create this image, including the
then open the ‘Girl.jpg’ and place it in the centre of not overly sharp. Do the same with the hair using the model, photo stock, textures and
rendered images, are supplied.
your workspace. Once you’re happy with your ‘Painted Hair Brushes’ supplied, painting to a Ready-made PSD files also feature.
placement, begin removing the subject from the separate layer so we can use the Transform tools to
background. We’ll use the Pen Path tool to make a manipulate our elements later. Now merge the hair WORK IN
selection and then cut the model out. layer with the model layer. PROGRESS
DARKNESS TO LIGHT
067
techniques DYNAMIC LIGHTING
quick tip
To make lighting pop out of the image, blending
mode layers are your best friends. Experiment
with modes like Soft Light and Overlay to
intensify exposures. You can tweak the strength
of effects using the Opacity slider, or duplicate the
layers to boost brightness.
068
DYNAMIC LIGHTING techniques
069
techniques DYNAMIC LIGHTING
070
DYNAMIC LIGHTING techniques
22 insert shadows
We’ll now add some directional shadows behind the two arms on the right of the image. This is to
enhance the direction and realism of the light, by casting shadows away from our main light source. Create a
23 replicate a radiant light effect
Referring back to what we’ve learnt in Step
15, we can now use similar techniques to add
new layer and with a soft brush paint two black lines away from the direction of the light, making sure these highlights under our model’s legs, creating the
are on top of the arm layers in the corner. After you’re happy with the angle of the brushed lines, drop the illusion of light emitting from the water. Doing this
layer Opacity to 80% to produce a transparent look. will draw the viewer’s eye to the centre of the
composition once more. First use the Pen Path tool
to target the areas you want to highlight. Also create
a new layer set to Color Dodge blending mode
before painting in your lights using a light-blue soft
brush set to 80% Opacity.
071
TECHNIQUES HOW I MADE
HOW I MADE
AGENT ESCAPE
BILL BAILEY
B
LEARN HOW THIS DIGITAL ARTIST USED ADJUSTMENT
LAYERS TO CREATE ACTIONPACKED EFFECTS
ill Bailey (www.billbailey.de) made this
image as the final part of a six-part story
inspired by James Bond and film noir
movies. “The agent gets his assignment,
confronts the enemy, escapes and rescues the girl.
Inspired by modern action movies, I wanted some
big explosions to end the scene.” Treating the models
separately from the background, Bailey was able to
create different effects on each level before merging
the images and “adding a film grain as well as
increasing the vibrance and contrast”. To create the
vibrant tones and action effects in the image, Bailey
used Photoshop tools such as “the Lasso and Pen to
cut out the buildings and models; a normal round
brush to add things like glare in the background and
a fire colour on the edges of the models. [I also
applied] Dodge & Burn for contrast”.
072
HOW I MADE TECHNIQUES
073
techniques roll up type
074
master isometric type techniques
typography
lettering, assuming we already have an established Photoshop. We’ll create a new portrait document, at Work in
idea, direction and title. Although the sketch doesn’t a size of 7,050 x 9,060px 300dpi, with Background Progress
need to be perfect, it’s best if you could make it as colour # ff3b3b. Before you begin redrawing the from outline to artwork
precise as possible so you don’t have to complete outline, make sure your Freeform Pen tool options
any additional steps later on. are set as: Shape/Fill: None, Stroke: Red 1.7pt.
075
techniques master isometric type
quick tip
The important thing in this tutorial is to get a good
compromise between the form of the letters, the
shades that complement them and the
perspective. For this to turn out well, you’ll need
to imagine the perspective while sketching the
initial outlined lettering.
076
master isometric type techniques
11 apply shadows
All shadows can be added with a soft round
brush sized at 150-450px with 100% Opacity. Always
12 detail the typewriter’s base
It’s now time to create the base where our
roll starts, which in this case is the typewriter. To
13 shape the paper roller
Just as with the base, you can use the
rectangles to make your isometric paper roller. This
add a new layer so the vector shape doesn’t rasterise start, find a visual reference and begin creating part will be combined into a separate group, as it will
and begin shading after you set Soft Light Blend shapes that will form an outer shell. This will help need to be placed beneath the lettering, unlike the
Mode on the layer. Later you can change the opacity you have a clearer idea of the result you’re aiming typewriter, which is in front. Don’t worry if the look
and shape of the shadow with the Eraser, or by using for, but will also need to remain isometric and in the you get isn’t too detailed, because if you go too far it
transforming tools like Distort and Warp. You can same angle as the roll. Also, make sure all sides of might not match the feel you have previously set for
also use the Drop Shadow tool when placing the shapes are parallel. We’ll now assign each side a your lettering. Also, remember that we are not
shadows on a nearby object, again with Soft Light. shade of colour from which a gradient will blend. aiming to achieve an overly realistic look.
077
techniques master isometric type
flexible workflow
By following this simple workflow you allow yourself
to come back at any time and make any alterations
to almost every single layer, without losing quality or
having to redo an edit all over again. This means the
work does take more time to produce, but in the
long run you’ll save time, especially if you’re working
on a client project that needs revising. It’s essential to
organise the layer groups, since there will be plenty
of layers forming this piece.
078
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080
perfect photo suite 7 premium edition reviews
£185
packages seven individual pieces of software in one version. This new aesthetic integrates nicely with
complete bundle, working out at $43 per licence. It’s Photoshop CS6’s look, when activating Perfect Photo
$300
worth mentioning this price, as you’ll find the cost is Suite 7 Premium Edition software from inside
twice as much if you opt to purchase the programs Adobe’s software (File>Automate).
All the new presets let you simulate effects created by professional and expensive lenses, including bokeh and out-of-focus regions in 2D images
081
reviews perfect photo suite 7 premium edition
Interface features have had a reshuffle, reinforcing advanced users. As it is, dramatic changes to skin
Perfect Photo Suite 7 Premium Edition’s new and tones frustratingly affect the existing tonality of the the one to watch
improved options, which are more coherent and hair elements, which will annoy retouchers. The perfect option for stylised edits
driven by improved automation. Perfect Portrait 2 is Unlike Photoshop, which does provide a host of
If we had to choose one standout addition to the
a notable example, with facial recognition and eye/ separate black-and-white-related adjustments,
Perfect Photo Suite 7 Premium Edition, then it
mouth control points targeting areas instantly and here you have everything you need in one location.
would have to be the all-new Perfect B&W,
offering greater precision. Option sets have been Each option is geared towards creating
which pays special attention to the art of
retitled so the intended effects are effortlessly contemporary effects through one-click options and
creating stunning monochrome imagery.
understood before application, which is as sliders. This means more time to play and less spent
Presets are divided into categories including
straightforward as using sliders. Teeth, eyes and skin in production. Perfect B&W Tone options give you
Basic Fundamentals,19th, 20th and 21st
can also be edited with relative ease. everything you need to create powerful HDR looks.
Century effects as well as High-Speed
We have found the absence of specific hair-editing Color Response enables you to easily emphasise
Documentary. They’re all adaptable and we
options puzzling since version 6 of the suite and it certain areas of an image and de-emphasise others,
were able to apply vintage styles, colour, texture,
still evades users with this seventh release. The based on their original colours. Add to this the ability
grain and borders instantly to great effect.
inclusion of a feature like this would appeal to to introduce grain, glow and blend modes and you
Sliders such as Detail, Shadows and Highlights
serious retouchers, offering more customisation for have one ingenious option set.
enable you to produce smoother portrait effects,
or roughen up a landscape.
Many of these monochrome styles can be
easily replicated in Photoshop, but what
Photoshop doesn’t provide is the number of
borders to finish off effects, which are highly
adaptable too and fit around the size and shape
of an image. Whether you have a taste for the
old photographic darkroom emulsion styles, or
just a clean and professional black trim, there
are many to choose from.
The only thing we feel is missing is a History
palette to help jump to a specific point in the
editing process, which could include a large
Activate Perfect Effects 4’s Perfect Brush and edge-detection technology does the rest. You can affect every area you want without worrying number of filters and adjustments.
about bleeding effects into the surrounding edges
Perfect Effects 4’s 400 presets are applicable with one click, then can be layered and further enhanced using Effect and Blending options.
Sadly these don’t upload live, so Undo becomes your best friend. With a little trial and error this is a small price to pay for quality results
082
perfect photo suite 7 premium edition reviews
Perfect Effects 4 isn’t found wanting either. Those genuinely demonstrate that onOne, as a software
of you familiar with versions 5 and 6 of Perfect Photo provider, is giving customers what they really need, Case study
Suite will notice the newly available Brush Mode not just what they want. Many advanced users will Bob campbell, managing
options. These let you paint in effects to specific find that their pre-existing knowledge outweighs the director, onone software
areas of your image, which is great when you’re need for plug-ins. However, onOne software keeps europe, middle east, africa
looking to cool down, warm up, darken or lighten its end of the bargain by supplying an editing suite and rest of world
areas. Once activated, the software’s edge-detection that produces extraordinary images in less time and
Can you tell us the intention
technology kicks in, affecting every area you select without stretching your budget.
behind releasing three versions
without crossing over surrounding edges.
of the suite?
Admittedly, the list of improvements goes on and
although we can’t review them all we can reveal they
include RAW file support; integration with Lightroom
Verdict Bob Campbell: It’s now available in three
flavours, including Standard for JPEG users,
Lightroom and Aperture for a full RAW
and Aperture; a brand-new effects library in Perfect Features: 8/10
workflow and finally the Premium Edition for
Effects 4; new image-browser functionality; blending Ease of use: 8/10
Photoshop users. Everyone has access to
modes in Perfect Layers 3 and new built-in presets Value for money: 8/10
onOne’s award-winning tools.
for specific printer manufacturers as well as paper Quality of results: 7/10
8/10
types in Perfect Resize 7.5 Pro. All these additions
What are your personal
make the entire suite far more constructive and Final Score: favourite new additions to the
complete editing suite?
Bob Campbell: Perfect B&W is completely
new and is already creating a stir. Perfect
Effects offers up to 400 presets to enhance
images with a single click. Perfect Resize
enables enlargement up to 1,000% and Perfect
Layers enables layering capabilities in your
favourite RAW workflow. FocalPoint is ideal for
adjusting depth of field, while Perfect Portrait
corrects and enhances perfectly.
083
REVIEWS SAMSUNG GALAXY CAMERA
CAMERA
IS THIS CAMERA AND ANDROID PHONE HYBRID A
A
NOVELTY PIECE OR A CREATIVE CORNERSTONE?
• £399 / $499 • Android 4.1 Jelly Bean
great photo can easily become the does help slightly, but it could do with being more including Adobe Photoshop Touch, meaning you can
foundation to your digital art created inside pronounced if you’re to rely on it for some edit straight out of the camera. This also means you
Photoshop, so a competent camera is a one-handed, spontaneous shooting. can snap and share an image instantly through a
must when recording your inspirations and Fortunately, the camera goes on to justify its price host of useful utilities, including Dropbox. This has an
collecting photo resources. with the included functionality. Thanks mainly to a automatic image-upload feature ideal for getting
Samsung’s Galaxy Camera is the latest option in built-in flash, it held up well in low-light situations those all-important shots back to your colleagues at
an ever-expanding field of camera choices. This is and really thrived when there was a lot of natural the studio when you’re on the move.
essentially a cross between a compact point-and- light to work with. Integration between apps and the hardware is
shoot camera and an Android phone. The hybrid We felt confident that the Galaxy Camera’s Auto seamless, so you can upload on the go with a 3G
device presents itself as the future of photography mode would take care of all the necessary settings SIM card. This makes all the difference when you’re
and for the most part it delivers. when shooting. However, those who strive for working on-location to a tight deadline.
VERDICT: 8/10
Packing so much exciting technology into such a perfection can specify looks using the full set of
small device means Samsung has had to make shooting options, including ISO, Aperture and shutter
some compromises. The 4.8-inch HD screen is a speed, in Manual mode.
great alternative to the traditional viewfinder, but has The killer feature here for digital artists has to be The Galaxy Camera is a great asset for
left the camera feeling a little oversized, affecting Galaxy Camera’s OS: Android 4.1Jelly Bean. This on-the-go shooting and photo editing,
comfort when handling. The shaped grip on the right opens the device up to a wealth of creative apps, helping to improve your digital workflow
The fully optical 21x zoom lens means you’ll have no problem shooting from afar without a dramatic loss in quality. This is perfect for nature or
sports photography that can be edited with precision later on
The Galaxy Camera runs on Android 4.1 Jelly Bean. Its phone-sized
screen means it’s fully compatible with a lot of the image-editing apps With such a large touch-screen interface, there’s no need for traditional buttons. This makes operation easier for new users, but a little more
you’d find on a regular Android phone complicated when shooting in Manual mode than more traditional cameras.
084
MASSIVE BLACK VOLUME 2 REVIEWS
MASSIVE BLACK
VOLUME 2
A BEHINDTHESCENES TREAT REVEALING THE
A
CREATIVE GENIUS OF MASSIVE BLACK
www.ballisticpublishing.com/books/massiveblack_2
• $65 (Slip Cased Edition)
nyone familiar with Massive Black will Chan, Wes Burt, Bruno ‘Nox’ Gore – are all studio that has its fingers in many pies, not to
know that this studio likes to do things considered the elite in the field. mention many of its own IPs that are also featured.
differently. When Massive Black Volume 1 Massive Black was forged by artists and continues Flicking through Massive Black Volume 2 is like
was released four years ago, a jet-black to be run by them. The crew works together in the taking a journey. The scope of the art within will beg
cover with a high-gloss, black-on-black logo trenches, sharing, critiquing, taunting, problem- you to ask how so few artists can create so much
certainly stood out from Ballistic Publishing’s other solving and coming out of it all with an incredible content. You should let this be your driving force,
creative titles. Make no mistake, this is a studio body of art that’s revealed across Volume 2’s 208 full- after all, these are the artists we want to be. A helpful
operating in a league of its own. colour pages. reminder of our dreams is never a bad thing.
VERDICT: 9/10
It’s no surprise then that Volume 2 surpasses Game projects in the volume include Starhawk,
expectations once again with an all-white cover, inFAMOUS and inFAMOUS 2, Red Faction:
binding together some of the most stunning concept Armageddon, Risen 2, Silent Hill: Shattered Memories Volume 1 owners will need this sequel to
art you’ll see this year. Contributors to the volume and more. The likes of Transformers 2 and 3, G.I. Joe, feel whole again. Never seen a Massive
– Justin ‘Coro’ Kaufmann, Kemp Remillard, Jason Thor and Battleship tick the movie boxes. This is a Black book? You’re missing out
Ever wondered who worked closely with Michael Bay’s production studio to concept many of the assets in Transformers 3? Well here’s a hint The white soft-cover edition is housed in a sturdy slipcase. Simply open
the pages to be blown away by page after page of stunning artwork
085
1 Visit the website
GreatDigitalMags.com
3 Choose a digital
magazine or book
reader interview
engaging
commercial art
H
Hugo Ceneviva reveals how a dedication to creativity and constantly
revising his work keeps him at the forefront of digital illustration
ugo Ceneviva is a retoucher and art high level of art. After this I started to work and study
director based in Rio de Janeiro, Brazil. really hard towards my goal.
He has worked in the advertising industry
since 2006 and has a solid background in What is your favourite personal piece?
retouching. He is also increasingly interested in I have two. The first is World Water Day, featured in a
incorporating CGI into his work and like any true previous issue of Advanced Photoshop, because it
creative is constantly eager to learn new methods. presented a big challenge, but it brought me a lot of
Here he discusses his work ethic and what he loves recognition as an artist. The second piece is one I
most about digital art. made as part of a campaign for the agency TAG,
Our reader
called TAG – No Labels.
hugo ceneviva
www.behance.net/hugoceneviva
How did you get into digital art? www.advancedphotoshop.co.uk/user/
hugo_ceneviva
I always loved to read art-based magazines and Which artists have influenced you?
when I was 17 I decided to study Advertising and Ars Thanea, Mike Campau, Electric Art Studio,
Graphic Arts. I was constantly looking for the next Ricardo Salamanca and of course the Brazilian
creative step to one day become a digital artist. studios: Platinum, Estúdio Ícone, Boreal, Fúria and
Romeu & Julieta are all inspiring. What I love in their
What was your biggest learning curve? work is the minute detail as well as the light and
There was a turning point for me when I started to shadow effects that they re-create to make
study retouching techniques in Rio de Janeiro. Two something impossible look real and very magical.
years ago I took a vacation there and worked at
Estúdio Ícone for 16 days. This experience changed How would you best describe your
my life completely, making me increasingly seek a creative process?
Guitar Player: This job was fun to do because I love rock and roll music. I placed all the music elements and built the entire scene around them TAG Notebook: This project was all about getting an illustration and
to make an impressive image. I used a lot of stock assets and a lot of treatments to get a good result. I applied many layers with Screen bringing it to life, so I cut all the illustrations and began to build a
blending mode to get a good light effect. Carefully placed shadows provided a good effect on the player © TAG Comunicação scene on the notebook © TAG Comunicação
088
Plane Ad: For this piece I wanted to replicate two periods of the day in one
image, so I applied a lot of colour layers and different assets. I used the
High Pass filter in Overlay mode to add even more textures. It’s always
good to play with different colours for the final effect © Hugo Ceneviva
089
reader interview engaging commerical art
First I always gather some appropriate references What do you believe is the most
for each project, then I start with a simple rough important aspect when working on a
sketch to estimate which elements I’ll be including. I project for a client?
continue searching for and separating assets, then I believe it’s essential to present the client with a
later start to edit them where appropriate. There creative, unique and magical piece of work,
usually comes a time in the project where I need to preferably something they have never seen before.
take a break and rest my eyes. After a long time You should always strive to create work of a high
immersed in the same work, our eyes can begin to quality that aims to surprise people.
wander a little, so I find it better to rest for 15 The role of a creative artist is always to innovate.
minutes to be able to go back and review details that It’s our duty to seek something from another era and
can sometimes go unnoticed. bring it to the current context. For me this is the
greatest challenge and my main motivation.
What is the most rewarding project
you have been involved in? which main Photoshop techniques and
A few days ago I started a project for an agency tools do you use?
based in San Francisco, which is going to be my I always use different techniques for cutting with
biggest work so far, because of the sheer reach of blending modes and when altering the lighting
TAG Tattoo Ad: This is part of an ad campaign for TAGCom Magazine,
the campaign. It will be really cool to be part of this effects in a project. I study video tutorials to learn incorporating everything the agency will provide in 2013. I used a lot
of contrast and colour layers and deformed the tattoo so it fitted
project and I feel very honoured. Watch this space. new techniques, but I also have several books with right on the arm © TAG Ad Agency
090
040
ENGAGING COMMERCIAL ART READER INTERVIEW
DESIGN TIPS
CENEVIVA REVEALS HIS TOP WORKFLOW TIPS
TO IMPROVE YOUR DESIGNS
■ Cut each item out correctly and don’t worry
about the shadows of what you are modifying.
This can leave the work more realistic and will
produce a richer outcome.
■ It’s all in the detail. As simple as it is to
design, it can always be improved somehow. You
should always train in new methods and observe
how each material reacts to new situations.
■ Always work with Blend Modes in a natural
way, without forcing them too much. Try to
make the result as real as possible.
■ Work with different lights and colours. This
can fundamentally change a piece.
■ Always leave the lighting well marked and
with nice contrast, but be careful not to overdo it.
■ Use a palette of colours in your work and
always have a folder of references of everything
you think is cool. This can help you make better
images by thinking outside the box.
■ Finally, if you have finished your work then
stop, walk away from your computer for a few
minutes and look again. You’ll find you can
Rio Type: The sketch for this personal project was from my friend Ots. I started to make a vector version and the 3D in Illustrator. Then I used
always improve something. shadows and light to make the type more realistic, placing some details that represent Rio. I used matte-painting techniques to complete this
work, using layers with colours to make the right environment for the type © Hugo Ceneviva
Shoot
• Portrait • Fashion
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TECHNIQUES CREATE YOUR OWN DIGITAL BRUSHES
02 SURROUNDING LIGHT
Introduce a second light
near the camera position. Still
lighting the texture head-on.
03
A low ISO and smaller
KEEP IT LEVEL
aperture may cause a slow
Use a tripod to shoot
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perpendicularly. This will avoid
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092
WORK WITH WOODEN TEXTURES ON THE DISC
RESOURCE PROJECT
WOODEN TEXTURES
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LEARN HOW TO SHOOT AND APPLY TEXTURES
THEN CREATE CONTEMPORARY STYLES
he Resource Project is back, this time clarity and other important factors that will leave you archibaldbutler.com) walks you through Photoshop
showing you how to capture perfect photo with first-class results. texture-editing for web and explains how he creates
textures and then apply to your projects. In addition to this you will learn how to digitally styles that will ultimately transform your projects.
As you explore ways to set up and shoot replicate Hatch Show Print effects by snapping your You can also find out more about our great
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image; which settings to shoot with for the clearest Professional web designer Archie Butler (www. and non-commercial projects.
BACK IN PHOTOSHOP
USE THE RIGHT TOOLS FOR FANTASTIC POST-PRODUCTION RESULTS
093
ON THE DISC WORK WITH WOODEN TEXTURES
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