Professional Documents
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2DArtist Issue 054 Jun10
2DArtist Issue 054 Jun10
2DArtist Issue 054 Jun10
Custom Brushes
Interview
Robh Ruppel
Articles
Sketchbook of Edwin Rhemrev
The Gallery
Jason Seiler, Min Yum and
Raphael Lacoste, plus more!
Volcanic Monster
Wei-Che Juan finishes our Painting Monsters series by showing us
how to paint a monster for a Volcanic Environment.
Medieval Docks!
Andreas Rocha shows us his interpretation of a medieval dock as we
continue with our Painting Fantasy Medieval Scenes tutorial series.
Sketchbook
gripping new tutorials in this 018
months issue. This month
The Sketchbook of Edwin Rhemrev
we are very excited to launch
2DArtist in a great new format
038
The Gallery
10 of the Best 2D Artworks
that offers an abundance of
new features that we hope
052
Painting Medieval Scenes
Docks by Andreas Rocha
you all enjoy. We are always
trying to improve 2DArtist
059
SteamPunk Environments
Chapter 5 Continues Next Month - July Issue 055
magazine so get in touch with
me at simon@3dtotal.com to let me know what you think. This months 060 Painting Futuristic Cities
Slum City by Branko Bistrovic
interview is with the excellent Robh Ruppel. We ask Robh what life is
like since working on Uncharted 2 which cleaned up a host of awards at 070 Painting Monsters
the recent Dice and Game Developers choice awards. Robh also talks Volcanic by Wei-Che Juan
about his childhood and how he got to where he is today, and shares an 078 Dust
epic quantity of amazing artwork with us. Project Overview by Chase Stone
Andreas Edwin
Rocha Rhemrev
Andreas Rocha is a 2D Edwin is a lead concept artist at
freelance artist from Lisbon/ a Dutch game studio, he is 32
Portugal, specializing in years old, and currently living in
environments, be it matte The Hague, in The Netherlands.
painting or conceptual artwork. He studied He loves visual development and especially
architecture in college, but soon found that his character design. Besides game development Edwin
true love was for digital painting. His work includes sees himself working on a big animation production
concepts for games, album/book covers, matte one day, and also teaching visual development
paintings for advertising and editorial illustration would be high on his list.
among others.
http://www.andreasrocha.com http://www.rhemrev.com
rocha.andreas@gmail.com edwin@rhemrev.com
Branko
Bistrovic
Color Supervisor in an
animation studio by day, and
a dark and handsome doodler
by night He hopes to one
day achieve the coveted status of concept artist, but
for the moment is happy with bringing to life his own
imaginings for himself, as well as some contract work
on the side of course. Would You Like To Contribute To
3DCreative Or 2DArtist Magazines?
We are always looking for tutorial artists, gallery submissions, potential
http://www.brushdreams.com/brankosfurnace.swf interviewees, making of writers, and more. For more information, please
bisvic@gmail.com send a link to your work to: simon@3dtotal.com
Robh Ruppel has become a familiar name to the 3DTotal team recently as weve been lucky enough
to showcase a number of his amazing images on our site. Intrigued by this rising star, we decided
we wanted to know more about him and Robh very kindly obliged! So read on to find out what
makes this artist tick, how his work and artistic style has evolved and the details of his latest big
adventure: working as art director on the smash-hit Uncharted 2.
Robh Ruppel Interview
Interview with Robh Ruppel
as an illustrator or concept artist. Nowadays its Fred Fixler at the California Art Institute. It most on Uncharted 2: Among Thieves. I checked
more prevalent and in the media, but just a short definitely shaped me as an artist because of all out the games Wikipedia page and its won a
while ago (think Blade Runner) there werent the varied fields of study! bucketload of critical acclaim, culminating in
teams of designers specializing in this kind of sweeping the boards at this years DICE and
area. Electrical Engineering led to Industrial Now youve been involved in a pretty high- Game Developers Choice awards. What was
Design which led to studying figure drawing with profile project recently: working as art director it like working on such a project? Did you ever
dream it would become as successful as it has; are flying overhead and the bombs are going our game is looking really good in comparison.
was there a moment when you thought, Yes, off you dont know how much ground youve I wont say which game, but we were so focused
this is going to be something special or was it covered until you pop your head out at the on perfecting what we doing that it wasnt
all in a days work? end and go, wow. My first inkling was when I until later that we could truly see what we had
The best analogy I can give is that its like being played the follow up to very a popular game that achieved.
in the trenches during WW1. When the bullets had a huge following and went, wait a minute,
got about 50% of what he better designer. By working so flat youre A story exec who I respect a lot approached me
envisioned forced to really design the silhouette shape and to develop it into a pitch. We hammered out a
you become very aware of designing shape really nice watertight story. We pitched it around
Ive just got two words for you: Broadview for shapes sake. That is just as important in but its pretty different so no takers. I was then
Graphics. Whats it all about and how did it painting but it tends to get covered up by the talking to a publisher about doing a digital
spring into life? modeling. Basically if its interesting in black and painting book and they saw the Broadview
Thats an interesting story. A friend and I were white with no form itll stay interesting as you stuff and wanted to do a book on that. I spent
lamenting how long it takes to make good, fully layer on all the details. thanksgiving and Christmas writing out the story
and painting new pieces. A week before I was opportunity they missed! Now moving on to the Indians like it was yesterday [Laughs]. But
to turn everything in the publisher cancelled more personal subjects, your blog profile reveals seriously, I would have trouble naming my top
which was disappointing to say the least. One some interesting facts about the man behind the 100 films there are so many. I just listed a few
day. art your age is listed as 253 typo or truth? that came to mind. Good art is everywhere and
And your favorite films include Sean Connery as much as I like sci-fi Im in awe of filmmakers
Im really sorry to hear that, Robh I hope you 007 films, The Incredibles and The Piano quite like Ernst Lubitsch, Hal Ashby, Brad Bird,
go on to enjoy more success with your detective a range there! Any thoughts on that? Andrew Stanton, Pete Docter, Coppola, Kubrick,
fiction and that silly publisher realizes what an Ah yes, I remember the first Thanksgiving with Hitchcock, John Ford, Orson Welles and
I found Darren Rousars books to be really real light. See what real values are. Learn how easy to get discouraged I do but you cant
insightful as well as Richard Whitney, whom I to group and separate them from the millions quit. It has to mean that much to you.
meet in New Hampshire when I lived there. that are in front of you into about ten distinct and
five main values. Thats where youll discover Robh Ruppel
Love what youre doing, your authentic self and develop the way you see For more work by this artist please visit:
Los Angeles
s h a re i d e a s b u i l d re l a t i o n s h i p s a d v a n c e y o u r c a re e r b e i n s p i re d
French Roast 2009 Fabrice O. Joubert, The Pumpkin Factory; Touch the Invisibles 2009 Junji Watanabe, PRESTO Japan Science & Technology Agency
The 37th International Conference and Exhibition on Computer Graphics and Interactive Techniques
Art Gallery Art Papers Birds of a Feather Computer Animation Festival Courses Emerging Technologies
Exhibition Exhibitor Tech Talks Featured Speakers Game Papers International Resources Job Fair Panels
Posters Research Challenge SIGGRAPH Dailies! Talks Technical Papers The Studio
www.siggraph.org/s2010
I love to sit outside and do
quick pen studies of people
and environments
Education
I have a Masters Degree in International Business and Languages. I
studied these subjects before realizing that I wanted to pursue art as
a career. After getting my degree, I quickly found out I wanted to do
something with my art, and decided to enroll in Graphic Design and
Visualization, which took me another three years to finish.
Inspiration
Besides games and art, I really love animation and everything to do
with it. A big inspiration remains the many making of books Ive
collected over the years (70+ and still ordering more), with Disneys
Tarzan and Mulan as my all time favorites.
An art book I learned a lot from is Dream Worlds by Hans Bacher, which
revolves around visual storytelling and how to evoke certain emotions
and moods by mere composition of shots.
Pen Sketches
When developing a character or environment, I always start out by
doing thumbnails in pen. It forces you to really think about the lines
youre about to drop on paper, and makes you work faster and keep
more focused. Or it does with me, at least.
In pencil I would just keep erasing and redrawing one particular leg
or arm or neck-tilt, sometimes so many times I ended up with eraser
holes in my paper! Doing life sketches in pen helped me develop more
natural poses, and learn to see the action lines within each movement
of the body.
Cartoon Blog
Im not a writer, but do love to tell stories through
my art. As an experiment Ive recently started
a cartoon blog, featuring cartoons about myself
and what goes on in my mind. Kinda like a visual
twitter. Check http://pensketches.blogspot.com
if youre interested (Fig.03).
Character design
A good character design sketch to me
is a character that has a unique and
recognizable silhouette, drawn in
a pose that immediately brings their
personality and attitude across.
Childrens book
project
One of my many personal side projects
is to develop a childrens book. Here are
some of the pen sketches I did of some of
the characters (Fig.04 05).
The focus was to experiment with compositions, and see how I could I also took out my brush pen here, with which I created some cool grass
keep scenes as readable as possible. Thumbnails are about 10 x 3cm. and tree effects.
I still plan on turning some these layouts into final illustrations, like this
one (Fig.07).
Props and characters that are set in the 50s are a very interesting area design-wise (Fig.11).
I looked around my living room, and started works that way. This, combined with the fact I like drawing parades. This was another one of
wondering what it would look like if all my that I also like drawing kids and flying beds and those drawings that started out as a doodle, and
clothes, furniture and other stuff would wonky stairs, meant the drawing came out pretty evolved from there. It now hangs on the wall at
suddenly come alive... I know, quite an well - enjoy! my parents place (I give away quite a lot of my
unusual thought, but I guess my brain just art as I dont do much with it myself) (Fig.17).
Here is a colored version of the messy monster workspace, situated at the start of the escalator day out. As I took a peek through the blinds,
sketch. I revised it and painted over it for an at subway station Spui, The Hague. I was overwhelmed with a feeling of sadness;
online art competition (Fig.18). a rather old man was sitting behind his tiny
Fig.19 is dedicated to the man under the screen, boxed in by walls. That feeling of
Escalator man escalator! I didnt notice it for weeks, probably sadness and isolation Ive tried to capture in
Each day I go to work by subway and as I exit like most of the thousands and thousands of these location visuals.
the subway station I pass by this oddly located commuters that pass by this guys office, day in,
116 U
404 U
TM
This Month we Feature:
Ignacio Bazan lazcano
Tamara Bakhlycheva
Lorenz Hideyoshi Ruwwe
Jama Jurabaev
Lin Bo
Min Yum
Jason Seiler
Tiziano Baracchi
Serge Birault
Raphael Lacoste
The Gallery 10 of the Best send us your images! | simon@3dtotal.com
The importance of researching topics through to sketching and exploring ideas will
feature alongside methods used to build and refine detail. These will form an integral
part of the series and through comparison we shall be afforded a comprehensive insight
into the world of the digital artist.
Painting Fantasy Medieval Scenes Chapter 6: Docks
Painting Fantasy Medieval
Scenes Chapter 6: Docks
Software Used: Photoshop
Andreas Rocha
For more from this artist visit:
http://www.andreasrocha.com
Or contact them at:
rocha.andreas@gmail.com
Five Ages of Steamworld encompasses the five interconnected districts of
Chapter 1: DAutomobilis
Neo-Victorian Era - epitomised by Victorian transport - railways, architecture, culture, way of life
Chapter 2: DVinci
The medieval/ high renaissance period of Steampunk
Chapter 3: DMetronomus
Epitomised by Clockwork Steampunk as the main visual theme
Chapter 4: Diesel
Epitomised by late Industrial Revolution where diesel powers everything
Its easy enough to bring drama even to a small So now its all refinement. I paint in much more
scale like this when you utilize harsh lights and of the populace, making sure to give them
shadows. A much grandeur example of this can shadows to ground them. Of course I have to
be found in Baroque paintings where sometimes include flying transports because in the future
the greatest of tension was caught by just using you always have to have flying cars; its a staple
one light source appropriately and letting the (Fig.17).
rest be enveloped by dark shadows. A great
example of this is Caravaggio, the tennis- Also, I decide to make the metallic arm more of
playing-ruffian-master-painter. a figure; creepier like that. I suppose this about wraps it up folks. The
piece is resolved well enough. It tells a story
I further spruce up the lights around the I also change the buildings on the right because and hopefully is engaging enough to hold the
hologram (same technique as before - Overlay Im thinking theyre too cluttered so I simplify viewers attention for at least a few seconds.
or Soft light layer on top and paint!) them and give the suggestion of a window.
Theres still some other things Id like to do to it,
I also forgot to mention this earlier, but I added The final significant phase for this piece is to but isnt that always the case?
some purple lights to the left of the screen as create a new layer, make sure its on the top
well, to tie in the two sides of the painting a little of all of the mid-ground layers and, using the Anyhow, hope you enjoyed and if you have any
better. Its a simple technique if you feel your Airbrush tool at about 15% opacity and a soft questions feel free to drop me a line. Beaming
piece isnt unifying well. edge, glaze over the mid-ground with yellows out!
Visual Effects Artist Warhammer 40,000: dawn of War ii (VG) Ian Cumming, Senior Artist | Allan Dilks, Artist | Nathan Hocken,
Lead Animator | Christine Hubbard, Artist | Claire Roberts, Artist | Jefferson Takahashi, Artist Watchmen Ori Ben-Shabat, Compositor
Jelmer Boskma, Previs Modeler | Freddy Chavez, Compositor | Dominic Cheung, 3D Artist | Ben Dishart, Texture Artist | Ty Duperron,
Modeler | Pearl Hsu, 3D Artist | Bernhard Kimbacher, Digital Artist | Sean Lewkiw, Technical Head of 3D | Matthias Lowry, Digital
Compositor | James McPhail, Digital Effects Artist | Jacob Curtis Miller, Digital Artist | Lon Molnar, Visual Effects Supervisor | Harry
Mukhopadhyay, Lead Effects TD | Cynthia Rodriguez del Castillo, Digital Artist | Derek Stevenson, Matchmove Artist | Shawn Walsh,
Visual Effects Supervisor | Samson Wong, Compositor Wheelman (VG) Laura Gorrie, Senior Animator Whiteout Armando Velazquez,
Digital Compositor | Clement Yip, Animator Wolfenstein (VG) Jason Martin, Modeler X-men origins: Wolverine Geeta Basantani,
Digital Matte Painter | Rommel Shamoun, Compositor | Jeremy Stewart, Previs Artist Zombieland Mike Rhone, Visual Effects Artist
This series of tutorials will be split over six separate chapters all of which will be
dedicated to painting monsters suited to a range of habitats spanning jungle and
aquatic to mountainous and subterranean. Each will be covered by a different author
and will discuss their approach to digital /concept painting, the tools and brushes they
employ and culminating in a final image. We shall gain an insight into the thought
processes of each of our industry professionals and the ways in which they develop
an idea from concept sketches through to a finished work. In particular we will be
shown some of the considerations that are necessary to designing both imaginative
and fantastic creatures that still remain plausible and abide by anatomical and
evolutionary laws observed in nature.
Each tutorial will focus on a specific environment as its theme and therefore result in
a varied collection of monster designs, providing a well rounded look into the world of
the digital artist and the numerous tips and techniques used by proven individuals.
Painting Monsters Volcanic
Chapter 6 - Volcanic
Software used: Photoshop
Kirin:
To make a convincing creature, good anatomy
and a good dynamic pose will help a lot. In
this tutorial Im going to cover eight steps that
explain the different stages of this painting. Im
working in Photoshop for this design, which has
the great advantage of the Brush Panel and
while the program cant handle hard and soft
edges at the same time, you can combine two
or more strokes to achieve the same thing.
Step 1:
Color and composition (if it is for a creature it
will be silhouette) are the first things people see
when they look at an image, and the silhouette
is the key to defining a creature or monster There are two types of brushes involved in the
early on. A good way of doing this is to create sketch (Fig.01b). One has texture and a rough
several different small thumbnails and pick one edge and one is the regular round default brush
from them, which you will see many concept which is good for blending and soft lines. There
artists or illustrators doing. Its a good idea to is no detail or much lighting as the silhouette
keep working in grayscale at this stage, since should have enough information to indicate what
it is easier to deal with form, lines, and shapes the creature looks like and give an impression of
(Fig.01a). its movement.
Step 2:
Keep refining the silhouette until it looks right
(Fig.02). I add more details and define the face
and feet more. It is very important to place all
the parts in the right perspective. Rotate the
canvas, or even turn it upside down; this will
help you to get a fresh look at the image and the
problem areas will show.
Step 4:
This step focuses on the background and for
this background I create a special brush. The
base image of the brush is a cloud, and so I
call it the Cloud brush. Since the environment is
supposed to be hot lava and smoke, the Cloud
brush is perfect. In this step the image flow and
composition are what I really care about, since
this will change the whole painting dramatically.
No matter how good the silhouette is, if the
background is not handled well the foreground
creature may become lost in its environment.
Step 5:
Like traditional painting, before moving on to the
processes like under-painting etc, the first step
is to fill the color without modifying the value too
much. The majority of the color will be black,
dark blue and red. A good fire color involves hue
changes, which are from red and purple to light
yellow (dark to light) (Fig.05a).
Step 6:
Here is another way of using layer blending
and Lighten (Fig.06a). Since the painting is
very dark, any fire reference photo can be used
directly on top of it and the fire will be seen
and anything darker than the painting will be
ignored. The fire layer is another big change
for the whole painting since the hue and the
brightness are very intense. This will change
the composition of the whole painting again. It is
always good to compare what you are working
on to the previous incarnation of the painting,
and Fig.04 is a good reference image for me if
I choose to adjust the composition back to the
way it was (Fig.06b).
Step 7:
The fire added in Fig.07 changed the
composition a lot, so in this step I focus on the
fire itself (this is kind of similar to Step 4, apart
from the fact that in Step 4 it is in black and
white). In this stage, red, yellow and dark blue
are the major colors involved. Sometimes it is important areas, such as the eyes and the big portion and loses the volume of the main
hard to see the color and value at the same scales in the highlight area. One thing that is object. Here I can see that the detail which Im
time. Specular is also another cool technique easily ignored when people start to put detail painting on the creature is making the Kirin
for the final touches which cannot be used on is that when we put detail on highlights or become a little bit flat so I brighten the center of
everywhere, but can be used for the most shadows, sometimes it changes the value of a body to make the creature look more solid and
more 3D.
Step 8:
Usually I wont go back to the final touches
phase, but with this image I found details
everywhere that lacked interesting shapes and
details, such as the background, the scales on
the shoulder and the Kirins face. Putting higher
contrast lines in works and more rendering work
on the face enhances the face of the creature
and I also flip the image upside down to make
sure the elements I just put in actually help.
And now. . .
ade his
u s h o w he m
s with ow he
S to n e share u s th rough h
Chas e nd talk
s life-like
a g e Dust a a n a m azingly
nt im image
excelle give his ot the
ces to w he g
s e d re fe re n
d is c u s ses ho cial
u e also ters fa
ra n c e . Chas g th e charac
appea by usin
image
t fe e l for the
righ
sions.
expres
Dust Making Of
Dust
Software used: Photoshop
Chase Stone
For more from this artist contact them at:
chasesc2@gmail.com
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Articles
Sketchbook of Jon McCoy
Tutorials
NEW!!! Concept art for Games
Chapter 1: Environments
Making of
Its a new world
by Vinod More
Galleries
another 10 of the best
Images from around the world!
Intro Text
I continued the block in, keeping it very loose, pretty difficult balance mostly because its so
giving the Faerie its wings and really only subjective. While working on the piece I actually
focusing on the silhouettes and placement of had someone suggest I make the head bigger,
the subject matter. An accidental indication of but before I got the chance to do so someone
a beard gives me the idea to make the Faerie else chimed in that it should be smaller, I
a Dwarfish looking one. Weird and confusing I suppose in the end (if its a personal piece) its
know, but it made me smile thinking of an old most important to go with what you feel works
around). everything, is by far the most time consuming (Fig.08)! I zeroed in on the wings and face
step and it can be quite demoralizing when primarily, tried to give the piece some motion,
Next I try to focus on anatomy, and the facial things seem done but somehow not quite where even though looking at it now some parts of it
expression, along with the flow of the hair, wings you want them to be (Fig.07). At such moments feel over rendered. I decided in the end to have
and the strands of the towel that covers most of frustration, my best remedy is to take a step him look heavenward with a teary glisten in his
of the ground. I made a new brush to use for back, get some fresh air (maybe cry a little eye and multicolored fishes on his diapers.
the hair on the beard and also the wings. It has in some alley) then return to the painting and
some texture applied to it, but just lightly so that hopefully discover what is missing. Looking back on this piece I can see some
it breaks up the digital feel. serious issues with the anatomy, the pectorals
Branko Bistrovic
For more from this artist visit
http://www.brushdreams.com/brankosfurnace.swf
or contact
bisvic@gmail.com
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