Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
Ubisoft art
Sketchbook Insights
10 of the best
images
Learn to concept
dynamic characters
with a step-by-step
digital painting guide
for Photoshop!
Illustrate outfits
Take your character designs to the next level with Andrey Pervukhins
Photoshop tutorial for quirky costumes.
Evolutionary characters
Contents
Contents
Editorial
Ubisoft art
Sketchbook Insights
10 of the best
images
006
Nacho Yage
Interview - 2D Artist
Sketchbook
016
Learn to concept
dynamic characters
with a step-by-step
digital painting guide
for Photoshop!
Take your character designs to the next level with Andrey Pervukhins
Photoshop tutorial for quirky costumes.
Evolutionary characters
his experiences of working at one of the worlds top games studios: Ubisoft.
In this months interview, Experienced Spanish concept artist, Nacho Yague, talks to 2DArtist about creative processes, up-and-coming projects and
The Gallery
028
038
046
Costume Design
DESIGNING
NEW WORLDS
Games and films are made up of many different features such as characters, environments and vehicles, and it is important that all these elements work together
to demonstrate a consistent visual language and therefore create a believable environment and society to engage the audience. In this series our artists will take a
comprehensive look at creating a new world from a concept perspective, and investigate the processes and techniques that can be used to create all the major features of a
062
Evolution
game or film.
Shapes, color and theory are an important part of character design. You can create a feeling of good or evil in visual design by changing the combinations that you use.
In this tutorial series each artist has been presented with a games-like brief describing a hero or villain, and their challenge is to use this brief to design a character while
070
Confrontation
Concept painter and illustrator, Donovan
076
Dock Station
083
About Us
Costume design is an important element to character design as it helps to enhance a characters personality. You can create an evolving plot of color, changing social status,
or period through the visual design of garments and accessories. In this tutorial series each artist has been presented with a games-like brief describing a character from a
When designing characters for movie or video games its important to think about the different possible worlds and how a human character has evolved to cope with his/
her environment. In this tutorial series each artist will take us through their design process exploring variations of the factors that would effect and influence the characters
20%
working at Ubisoft!
evolution and anatomy, to convey a visual idea that could be passed on to a 3D modeler or art director.
Discount Code
Digital Art Masters: V7
Grab your exclusive 20%
discount code at the end of
this tutorial!
Editor
Jess SerjentKamil Murzyn
Tipping
Lead Designer
Chris Perrins
This month we feature: Mitsukai Inki | Jose Cabrera | Gediminas Pranckevicius | Christopher Balaskas | Khasis Lieb
Rasmus Berggreen | Roma Cherepov | Francesco Corvino | Vander de Sousa |
Layout
Az Pishneshin
Matthew Lewis
Layla Khani
Content
Richard Tilbury
Jess SerjentTipping
Proofing
Jo Hargreaves
Marketing
Emma Handley
Free Stuff!
Wherever you see this symbol, click it to
download resources, extras & even movies!
www.2dartistmag.com
page 2
Ubisoft art
Sketchbook Insights
10 of the best
images
Learn to concept
dynamic characters
with a step-by-step
digital painting guide
for Photoshop!
Illustrate outfits
Take your character designs to the next level with Andrey Pervukhins
Photoshop tutorial for quirky costumes.
Evolutionary characters
Magazine!
feature in this magazine, follow this handy little guide on how to set
up your PDF reader!
Contributors
Nacho
Yage
Nacho Yage is a Spanish
concept artist who lives in
Canada working as a Concept
Artist at Ubisoft Toronto. Nacho
is currently wrapping up the
upcoming Splinter Cell: Blacklist, and starting new
and exciting projects.
Contributing Artists
http://www.nachoyague.net/
nachoyague@gmail.com
Every month many artists from around the world contribute to 3DCreative
and 2DArtist magazines. Here you can find out a bit more about them!
If you would like to be a part of 3DCreative or 2DArtist magazine, please
contact: jess@3dtotal.com
Gerhard
Mozsi
Richard
Tilbury
http://www.richardtilburyart.com
http://www.gerhardmozsi.com/
contact@gerhardmozsi.com
ibex80@hotmail.com
Chase
Toole
Andrei
Pervukhin
Andrei Pervukhin is a 25 year
http://pervandr.deviantart.com/
http://toolbrush.blogspot.ca/
earfirst@gmail.com
www.2dartistmag.com
chasetoole@gmail.com
page 4
In this months interview, Experienced Spanish concept artist, Nacho Yague, talks to 2DArtist about creative processes, up-and-coming projects and
his experiences of working at one of the worlds top games studios: Ubisoft.
industry?
Ubisoft Toronto.
worked on to date?
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Interview
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page 10
Nacho Yage
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page 11
Interview
Nacho Yage
and expectations?
bible) .
Ubisoft?
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page 13
Interview
Nacho Yage
smile.
though.
perspective?
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page 14
Nacho Yage
Web: http://nachoyague.net/
Email: nachoyague@gmail.com
Interviewed by: Jess Serjent-Tipping
Some images are 2012 Ubisoft
Entertainment. All Rights Reserved.
Assassins Creed, Ubisoft and the
Ubisoft logo are trademarks of Ubisoft
Entertainment in the U.S. and/or other
countries
I really love
helmets and
hoods that show
just a little of the
human face
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Sketchbook
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Sketchbook
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Sketchbook
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This month we feature: Mitsukai Inki | Jose Cabrera | Gediminas Pranckevicius | Christopher Balaskas | Khasis Lieb
Rasmus Berggreen | Roma Cherepov | Francesco Corvino | Vander de Sousa | Kamil Murzyn
cbalaskas@gmail.com
Jose Cabrera
(Above)
http://brujulacromatica.blogspot.com.es/
llowee@hotmail.com
(Below)
www.2dartistmag.com
page 29
A Slice of Life
Gediminas Pranckevicius
https://www.facebook.com/pages/Gedo
Menas/173486866003011?ref=hl
gediminaspr@gmail.com
Moon Steal
Kamil Murzyn
http://kamilmurzynarts.pl
stealthpigeon@gmail.com
10 of the Best
The Gallery
www.2dartistmag.com
page 32
Abyss Toshi
Mitsukai Inki
http://www.mitsukai-inki.com/
mitsukai.inki@gmail.com
www.2dartistmag.com
page 33
Charlotte #1
Khasis Lieb
contact@khasislieb.com
Professor Lovett
Roma Cherepov
http://romache.daportfolio.com/
cherom81@gmail.com
Meet modo.
Shapes, color and theory are an important part of character design. You can create a feeling of good or evil in visual design by changing the combinations that you use.
In this tutorial series each artist has been presented with a games-like brief describing a hero or villain, and their challenge is to use this brief to design a character while
conveying the elements that make them recognizable.
Introduction
This characters skin should be covered with
hieroglyphics or calligraphy and the costume
should resemble parchment. He or she uses
a quill like a wand to trace sacred or ancient
texts to curse a victim or have them bound in
parchment, which is then swiftly inscribed to
form a supernatural barrier used to constrain
them.
As you can see from the above, this project
came with a specific description and so I
already had three clear facts that needed to be
incorporated into the design:
1. Some kind of script covering the skin
2. A costume resembling parchment
3. A quill as a weapon
Beyond these criteria the design was open for
interpretation, but as often with superheroes (or
villains) they are meant to look dynamic due to
legs.
same time.
www.2dartistmag.com
page 39
rejected it.
a frenetic encounter.
separate.
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page 40
(Fig.09).
www.2dartistmag.com
page 41
www.2dartistmag.com
page 42
Richard Tilbury
Web: http://www.richardtilburyart.com
Email: ibex80@hotmail.com
DESIGNING
NEW WORLDS
Games and films are made up of many different features such as characters, environments and vehicles, and it is important that all these elements work together
to demonstrate a consistent visual language and therefore create a believable environment and society to engage the audience. In this series our artists will take a
comprehensive look at creating a new world from a concept perspective, and investigate the processes and techniques that can be used to create all the major features of a
game or film.
The Introduction
In this installment of our series we will focus
on creating a rural setting for our modern day
Mongol Empire. The expanses of the tundra
shall be the focus and we shall pay particular
attention to composition. From the onset it can
be said that even a badly rendered image with a
great composition will always look better than a
well rendered one with a poor composition. This
is the idea that will guide our article today.
In this tutorial we will examine how to structure
your composition, how to understand what
youre actually painting and why. An exploration
of the conventions that govern this notion of
composition will hopefully provide you with a
greater understanding of your own art process,
but more importantly impart a greater ability to
convey an artworks intention to its respective
viewer. That is to say, to allow for greater clarity
of narrative in ones art.
Irrespective of whether a narrative is explicit in
terms of a story or more subtle, as in a portrayal
of a mood and feeling, these themes and their
success, to a large extent, are dependent on an
individual artists understanding of the theory
of composition. In this article we shall explore
these broad themes and see how they affect our
final image.
The Concept
The hordes of Genghis Khan rode forth from
the endless plains of the great steppe, to create
the worlds largest contiguous land empire.
As a rural setting is the focus, it is fitting that
we choose these grasslands as our setting. In
in the composition.
composition.
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page 47
centered (Fig.01).
randomness of nature.
holds firm.
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page 49
flat (Fig.07).
painting.
space.
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page 50
Conclusion
The above examples serve to demonstrate
some of the themes that I have discussed.
www.2dartistmag.com
page 51
Gerhard Mozsi
Web: http://www.gerhardmozsi.com/
Email: contact@gerhardmozsi.com
! tion
W
cip
O
s
N b
E d,
BL loa
Su
A w
IL l Do
A ita
AV, Dig
D
DV
In this two volume series, Scott Patton shows the processes he uses to
create a 3D character for feature films. The first volume explores
Patton's fast and efficient method for concept sculpting, skipping the
2D sketch phase all together and designing the character entirely
within ZBrush. He covers everything from blocking out the forms
and fleshing out the muscles, to adding props, detailing with alphas
and posing the character. The second volume covers methods for
creating a final color rendering using ZBrush and Photoshop. Patton
cr
shows how he squeezes the most from ZBrushs powerful renderer to
create both a wide and close-up shot of the character. He then shares
creative Photoshop tips and tricks to quickly get to a finished piece of
concept art from the ZBrush renders, covering topics such as adding
and refining skin texture, hair, eyes, shadows and scars. Patton also
discusses how to create backgrounds that enhance the character and
composition.
overall
ov
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Wonderland | Ken Kaiser, Animator | Veronica Marino, Compositor | Phan Wiantrakoon, Animator | John Iskandar, Visual Effects Artist | Jacob Curtis Miller, Digital Artist | Geeta Basantani, Digital Matte Painter | Andrew Lawson, Charac
nimator | Assassins Creed: Brotherhood Zack Mathew, Animator | Wilson Mui, Team Lead Animation | Avatar | Michael Cozens, Lead Animator | Tamir Diab, Technical Director | Patrick Kalyn, Animator | Chrystia Siolkowsky, Motion Edito
en Sanders, Animator | Alfredo Luzardo, Layout Technical Director | Aaron Gilman, Character Animator | Jami Gigot, Texture Artist | Bioshock 2 | Jacob Palmer, Animator | Bobs Burgers | Tammy Dubinsky, Animator | Nathan Keane, Animat
ffects | Jake Biberdorf, Animation Supervisor | Coraline Brian Demoskoff, Animator | The Dark Knight | Gia Sadhwani, Digital Effects Artist | Freddy Chavez, DMR Compositor | Pietro Ponti, Lead CG Lighting Artist | Dead Rising 2 | Fredr
ass, Animator | Dead Space 2 | Wayne Gonsalves, Environment Art Lead | Despicable Me | Justine Codron, Lighter | District 9 | Neill Blomkamp, Director/Co-Writer | Shawn Walsh, Visual Effects Executive Producer | Samson Wong, Matchmo
rtist | Robert Bourgeault, Lighting Lead | Richard Sur, Lighting Technical Director | Paul Copeland, Visual Effects Artist | Julianna Kolakis, Creature Texture Painter | Jelmer Boskma, Modeler | James Stewart, Creature Supervisor | De
tevenson, Matchmove Lead | Drag Me to Hell | Thomas Schelesny, Visual Effects Supervisor | Dragon Age II | Nathan Zufelt, Senior Cinematic Animator | Family Guy | Michael Loya, Storyboard Artist Fast Five Rommel Shamoun, Composito
nthony Di Ninno, Animator | Fringe | Bob White, Visual Effects Artist | Scott Dewis, CGI Supervisor | Futurama | Claudia Keene, Prop Designer | Gears of War 2 | Scott Dossett, Senior Animator | Halo: Reach | David Helsby, Animator | Matth
urner, 3D Artist | Rajeev Nattam, 3D Artist | Happy Tree Friends | Brad Rau, Animator | Harry Potter and the Half-Blood Prince | Pietro Ponti, TD Generalist | Gia Sadhwani, Digital Effects Artist | Teh-wei Yeh, Lighting TD | Kieran Tether, Dig
rtist | Harry Mukhopadhyay, Lead Effects Technical Director | Harry Potter and the Deathly Hallows Part 1 | Henry South, Digital Artist | Horton Hears a Who! | Brent Wong, Lighting Technical Director | Arun Ram-Mohan, Lighting Techni
Director | How to Train Your Dragon | Tyson Erze, Visual Effects Artist | Jiyoung Lee, Texture Artist | Fredrik Nilsson, Animator | The Illusionist | Yann Tremblay, Senior Animator | Iron Man 2 | Teh-wei Yeh, Digital Artist | Stephen King, Anima
Simeon Bassett, CG Sequence Supervisor | Nicholas Markel, Previsualization Supervisor | Kieran Tether, Digital Artist | Joshua Herrig, Lead Lighting Artist/Look Dev Artist | Ben Sanders, Animator | Allen Holbrook, Animator | King of the H
Michael Loya, Director | LA Noire | Upinder Dhaliwal, Motion Capture Data Editor/Cinematics Editor | Legend of the Guardians: The Owls of GaHoole | Tim Rowlandson, Animator | Mars Needs Moms! | Shraga Weiss, Character Modeller | K
hantraine, Motion Capture Technical Director | Joel Pennington, Motion Capture Technical Director | Mass Effect 2 | Kolby Jukes, Principal Artist | Brian Sum, Concept Artist | Bartek Kujbida, Senior Cinematics Animator | Megamind | R
Naamani, Animator/Character Lead | ModNation Racers | Eric Gabas, Senior Environment Artist | Monsters vs. Aliens | Jiyoung Lee, Texture Artist | Night at the Museum: Battle of the Smithsonian | Nicholas Augello, Technical Animator | Ad
aniv, Animation Supervisor | Zeke Norton, Previsualization Supervisor | Rex Ahn, Pre-Visualization Lead | Joshua Herrig, Lead Lighter | Ben Sanders, Supervising Animator | Ai Saimoto, Lighting Lead | Percy Jackson & The Olympians: T
ightning Thief | Dave Mah, Animator | Ryan Lim, Concept & Creature Artist | Richard Sur, Lighting TD | Julien Stuart-Smith, Look Development | Jeffrey Burt, Lead Layout Artist | Piranha | Lon Molnar, Visual Effects Production Executiv
hristopher Buzon, Tracking/Lighting | The Princess and the Frog | Claudia Keene, Key Assistant Animator | Rango | Cedric Lo, Lead Animator | Scott Jones, Creature Lead | Kieran Tether, Digital Artist Red Dead Redemption Josh Lange, Sen
nimator Rio Graham Silva, Character Animator | Rock Band 3 | Mike Krentz, Artist | Scott Pilgrim vs. the World | Joel Meire, Animator | Shrek Forever After | Javier Solsona, Character Technical Director | Tom Piedmont, Rotoscoper | SpongeB
quarePants | Andrew Overtoom, Animation Director | Star Trek | Teh-wei Yeh, Digital Artist | Nicholas Markel, Previsualization Supervisor | Kieran Tether, Digital Artist | Aruna Inversin, Digital Compositor | Star Wars: The Clone Wars | KahJe
heong, Cloth Simulation Artist | Jim Hatibarua, Animator | Ivy Ho, Lighting Technical Director | Cedric Lo, Animation Supervisor | Brandon Chien-Chia Huang, Animator | Starcraft II: Wings of Liberty | Alvaro Buendia, Cinematic Artist | Suc
unch | Ben Dishart, Senior Surfacing Artist | Jeff Tetzlaff, Model/Texture Lead | Tuba Yalcin, Effects Technical Director | Jeffrey Burt, Lead Layout Artist | Ferda Guray Ayaokur, Track/Matchmove Artist | Tangled | Lino DiSalvo, Supervising Anima
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Jessica Chan, Animator | John Wong, Animator | Serguei Kalentchouk, Character TD | The Twilight Saga: Eclipse | Shawn Walsh, Visual Effects Executive Producer | Brian Harder, Creature Rigger | Veronica Marino, Matte Painter/ Composito
obert Bourgeault, Lighting Lead | Ori Ben-Shabat, Compositor | Jacob Curtis Miller, Lighting Artist | Derek Stevenson, Matchmove Lead | Thor | Daphne De Jesus, Roto/Paint Artist | Anna Tonrungroj, Roto/Paint Artist | Eric Petey, Animat
CG| Transformers:
STUDENTDark of the Moo
nd Rigging Lead | Rex Fang, Animator | Kristin Sedore, Senior Lighter | Toy Story 3 | Daniel Holland, Sets Artist | Tristan Ikuta, Simulation & Effects Artist | Bill Watral, Additional Simulation & Effects Artist
erguei Kalentchouk, Rigging Lead | Jooyong Lee, Roto/Paint Artist | TRON: Legacy | Craig Calvert, CG Supervisor | Brenda Li, Roto/Paint Artist | Jose Julian Karam Lopez, Digital Compositor | Christopher Ahrens,AWARDS
Lighting Artist | Alberto Lander
Digital Compositor | True Grit | Tom Piedmont, Roto/Paint Artist | Uncharted 2: Among Thieves | Mike Yosh, Lead Animator | Up | Bill Watral, Visual Effects Artist | WALL-E | Daniel Holland, Production Artist | Bill Watral, Effects Artist Mark Shir
ayout Artist | Warhammer 40,000: Dawn of War II | Nathan Hocken, Lead Animator | Ian Cumming, Senior Artist | Claire Roberts, Artist Christine Hubbard, Artist | Allan Dilks, Artist | Watchmen | Shawn Walsh, Visual Effects Supervisor | L
Molnar, Visual Effects Supervisor | Sean Lewkiw, Technical Head of 3D | Ty Duperron, Modeler | Pearl Hsu, 3D Artist Matthias Lowry, Digital Compositor | The Wolfman | Karin Mattsson, Animator | Joshua Herrig, Lighting Artist/Look Dev Ar
Zombieland | Mike Rhone, Visual Effects Artist to name a few. A small selection of VFS Animation & Visual Effects alumni credits include | 2012 | Zeke Norton, Previsualization Supervisor | Jamie Bowers, Texture Artist | Christine Peters
Digital Compositor | Anuj Patil, Senior Technical Director | Alice in Wonderland | Ken Kaiser, Animator | Veronica Marino, Compositor | Phan Wiantrakoon, Animator | John Iskandar, Visual Effects Artist | Jacob Curtis Miller, Digital Artist | Ge
asantani, Digital Matte Painter | Andrew Lawson, Character Animator | Assassins Creed: Brotherhood Zack Mathew, Animator | Wilson Mui, Team Lead Animation | Avatar | Michael Cozens, Lead Animator | Tamir Diab, Technical Directo
atrick Kalyn, Animator | Chrystia Siolkowsky, Motion Editor | Ben Sanders, Animator | Alfredo Luzardo, Layout Technical Director | Aaron Gilman, Character Animator | Jami Gigot, Texture Artist | Bioshock 2 | Jacob Palmer, Animator | Bo
2010, 2011
urgers | Tammy Dubinsky, Animator | Nathan Keane, Animation Effects | Jake Biberdorf, Animation Supervisor | Coraline Brian Demoskoff, Animator | The Dark Knight | Gia Sadhwani, Digital Effects Artist | Freddy Chavez, DMR Composit
2012
ietro Ponti, Lead CG Lighting Artist | Dead Rising 2 | Fredrick Fass, Animator | Dead Space 2 | Wayne Gonsalves, Environment Art Lead | Despicable Me | Justine Codron, Lighter | District 9 | Neill Blomkamp, &
Director/Co-Writer
| Shawn Wal
isual Effects Executive Producer | Samson Wong, Matchmove Artist | Robert Bourgeault, Lighting Lead | Richard Sur, Lighting Technical Director | Paul Copeland, Visual Effects Artist | Julianna Kolakis, Creature Texture Painter | Jelmer Boskm
Modeler | James Stewart, Creature Supervisor | Derek Stevenson, Matchmove Lead | Drag Me to Hell | Thomas Schelesny, Visual Effects Supervisor | Dragon Age II | Nathan Zufelt, Senior Cinematic Animator | Family Guy | Michael Lo
toryboard Artist Fast Five Rommel Shamoun, Compositor | Anthony Di Ninno, Animator | Fringe | Bob White, Visual Effects Artist | Scott Dewis, CGI Supervisor | Futurama | Claudia Keene, Prop Designer | Gears of War 2 | Scott Dossett, Sen
SCHOOL
OF
THE YEAR
Costume design is an important element to character design as it helps to enhance a characters personality. You can create an evolving plot of color, changing social status,
or period through the visual design of garments and accessories. In this tutorial series each artist has been presented with a games-like brief describing a character from a
certain section of a fantasy medieval world, and they must design clothing suitable for that characters job description.
best (Fig.03).
appropriate.
www.2dartistmag.com
page 57
Chapter 04 Alchemist
Costume Design
www.2dartistmag.com
page 58
Andrey Pervukhin
Email: earfirst@gmail.com
Web: http://pervandr.deviantart.com/
alchemy (Fig.07)!
www.2dartistmag.com
page 59
SynthEyes
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New Advance
youtube.com/SynthEyesHQ
When designing characters for movies or video games, its important to think about the different possible worlds and how a human character could have evolved to
cope with his/her environment. In this tutorial series, each artist will take us through their design process, exploring a variety of factors that would effect and influence the
characters evolution and anatomy, to convey a visual idea that could be passed on to a 3D modeler or art director.
the design.
www.2dartistmag.com
page 63
Chapter 01 Subterranean
Evolution
www.2dartistmag.com
page 64
11).
www.2dartistmag.com
page 65
Chapter 01 Subterranean
Evolution
(Fig.17).
Chase Toole
Web: http://toolbrush.blogspot.ca/
Email: chasetoole@gmail.com
come up with.
www.2dartistmag.com
page 66
Subscribe
Interviews
Donglu Yu
Articles
Tutorials
Fantasy Worlds
Chapter 1: Characters
by YongSub Noh
Costume Design
Chapter 5: Magician
by Takumer Homma
Evolution
Chapter 2: Arctic
by Richard Tilbury
Making of
Galleries
Confrontation Making Of
Confrontation
a realistic animal.
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page 71
Making Of
Confrontation
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page 72
Confrontation Making Of
and grass. As with the horse, I collected some
convincing scene.
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page 73
Making Of
Confrontation
Donovan Valdes
Web: www.donovanvaldes.com
Email: donovanvaldes@yahoo.com
www.2dartistmag.com
page 74
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page 77
Free Chapter
Docking Station
Software Used: Photoshop
Introduction
Dock Station is a personal development, sci-fi
piece. Ive always liked the genre, but I feel
that I neglect it sometimes. So with that in mind
I chose to practice by developing a story with
some familiar designs and concepts. Practicing
outside your comfort zone can be really tricky
because its not very organic and can feel
forced, but as an artist you have to adapt. The
trick Ive learned is to find the similarities in the
work you gravitate towards with the work that
doesnt come as easily. After you find that key,
and enjoyable.
Idea
context (Fig.01).
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page 78
Painting
I always like to start in color because I think
its a very powerful tool. I think it should be
taken into consideration from the start because
thoughtful color choices can really swing the
mood in the right or wrong direction. Color
also creates interesting challenges that you
can address early on. When I started painting
this image I rapidly put down some very large,
blocky strokes of color with some texture to
create the abstraction of what I envisioned
(Fig.03). I kept this abstract on a separate layer
so I could refer back to it in case I started to get
too focused on the details.
Planning out where certain colors are going to
Chase Toole
Web: http://toolbrush.blogspot.ca/
Email: chasetoole@gmail.com
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