For those who like to see some of the process, I'm also including an alternate version (in gray) of the sequence. As you can see, in the end we went in another direction but I like this concept, in which the stone is revealed by having the casing that surrounds it fold down and outward.
Showing posts with label photoshop. Show all posts
Showing posts with label photoshop. Show all posts
Friday, November 3, 2017
Hearthstone: Jasper Spellstone
For those who like to see some of the process, I'm also including an alternate version (in gray) of the sequence. As you can see, in the end we went in another direction but I like this concept, in which the stone is revealed by having the casing that surrounds it fold down and outward.
Sunday, October 1, 2017
Gnawer of Rocks
Here's another spread from the upcoming book, Gnawer of Rocks, written by Louise Flaherty and published by Inhabit Media. As I've mentioned previously, the book is a hybrid of comics and picture books. The story is told sequentially, in panels, like a comic book but the format is that of a picture book. I hope it's an interesting combination for readers. The story, which is based on an eerie Inuit folk tale, is definitely interesting and I enjoyed illustrating it.
Thursday, September 28, 2017
Gnawer of Rocks Spread
Here's another spread from Gnawer of Rocks. The book releases next week and at that point, I'll be able to share quite a bit more artwork from it. I've included my preliminary drawing for the spread in this post as well.
I hope you'll check out the book and please "stay tuned" here because I'll share more from it soon.
Friday, August 11, 2017
Hearthstone: Unchained Magic
Here's one more painting from my work on Hearthstone: Knights of the Frozen Throne. This one was tricky and it went through a bit more development than usual so perhaps I'll post some process images later. Meanwhile, this is the end result: an undead dragon (known as a frost wyrm in the game)!
Thursday, August 10, 2017
Hearthstone: Needy Hunter
I confess: I love painting gnomes and little people. It's among my favorite things to do so creating this illustration for Hearthstone: Knights of the Frozen Throne was a real treat. The title changed from the original art description to the final work, as it often does on collectible card assignments. The original title for this one was "Underpowered Rogue" and, as you can see, this angry little fellow isn't armed with much. He might make up for that with enthusiasm...
I've included my preliminary sketch below.
Monday, August 7, 2017
Hearthstone: Vryghoul
This is my painting for Vryghoul, a card in the new Hearthstone expansion, Knights of the Frozen Throne. I've included my preliminary sketch with the painting. I had a blast painting this zombie-like character and I'm grateful for art director Jeremy Cranford's very helpful suggestions.
Meaningless aside that might interest someone: I often listen to audiobooks as I work and I was listening to Stephen King's Different Seasons while painting this picture. The book and subject matter went together well.
Tuesday, August 1, 2017
Hearthstone: Corpse Raiser
Here's another new Hearthstone illustration, painted for the Knights of the Frozen Throne expansion.
I've included step-by-step process images below, beginning with my preliminary drawing.
Steps 1 and 2:
Sometimes the process for creating an image is pretty straightforward but there are times when a painting goes through a considerable transformation from start to finish. That was the case with this one. As usual, I began with a drawing, pictured below. I knew I would be dealing with complex lighting on this piece so my next step was to focus on value and I began building the picture in gray tones. Since I was painting a necromancer casting a corpse-raising spell, I wanted the piece to be dark and moody.
Step 3: After establishing some of the value structure, I began applying color on layers (I should mention that all of this work was painted digitally, in Photoshop).
Step 4: The drawing was superimposed over the painting and I started working out some more details, separating forms, etc.
Step 5: More details were added. Forms were refined and I continued pushing value and contrast.
Step 6: The figure was more or less completed and the values established. However, my initial plan of creating a dark, moody piece with a focus on the necromantic spell had gone a bit awry. The picture was too dark for it's intended purpose (card images are small and usually need more contrast) and I was gently reminded by art director Jeremy Cranford that this image wasn't for a spell card so there should be more focus on the character than the spell. That sound advice led to...
Step 7: In which, working on layers (including some Screen and Lighten layers), I seriously re-worked the values and adjusted the lighting to make it a brighter scene. The hands bursting up in the background had become a compositional distraction so landscape elements were painted over them. I was asked to add some spell energy coming from the necromancer's hands so that changed the lighting too. I tried to subtly work more color into the piece and push the focus upward, to the character's face and hands. This stage led to the final art, which you can see at the top of this post.
It was quite a journey, more involved than usual, but I was happy with the final results and, as always, when painting, I learned a few things along the way.
Monday, April 3, 2017
Hearthstone: Tar Lurker
This is the third of 3 tar creatures I painted for Hearthstone: Journey to Un'Goro. The great thing about designing a creature made of tar, slime, etc. is that you can really play with the shapes and forms to create an interesting silhouette and (hopefully) a cool monster.
Saturday, April 1, 2017
Hearthstone: Stegodon
This is a companion piece to the picture I posted yesterday, Spikeridged Steed. It was also painted for the Journey to Un'Goro set. As you can see from the accompanying sketch, my initial idea was to have the dinosaur laughing at his fallen rider.
Friday, March 31, 2017
Hearthstone: Spikeridged Steed
Here's another recently revealed image from the upcoming Hearthstone set, Journey to Un'Goro: Spikeridged Steed! I had the opportunity to paint one of the new Tortollan creatures as the rider in this illustration. Both he and his chunky yellow steed were a blast to paint.
I've included my preliminary sketch as well. Both images were drawn and painted in Photoshop.
Saturday, March 18, 2017
Tar Creeper
This is another (smaller) tar creature painted for the latest Hearthstone expansion, Journey to Un’Goro. It's a companion piece to the larger tar elemental I recently posted.
I've included a preliminary sketch. As you can see, the pose was modified a little in the final art.
Thursday, March 9, 2017
Hearthstone: Tar Creature
I painted this creature made of tar and bone for the latest Hearthstone expansion, Journey to Un'Goro. I'm not sure what the final card will be titled but now that the image has been revealed on Hearthstone's site, I can share the painting with you.
I've included my sketch for the painting as well. Both the sketch and the final art were created in Adobe Photoshop.
Tuesday, September 6, 2016
Hearthstone: Orc Warrior and The Horde
Here are two more images I painted for the latest Hearthstone expansion, One Night in Karazhan. The close-up has a red swirl design around it in print.
Thursday, August 11, 2016
Hearthstone: Broom
This is my favorite of the pictures I painted for the new Hearthstone expansion One Night in Karazhan. It was a chance to get a bit silly and I love it when I can really embrace a humorous approach to a painting or a character design. In this case, I was able to paint a mean-spirited, magically-animated broom! It was a good time from start to finish.
I've included my initial concept sketches for the broom at left.
I've included my initial concept sketches for the broom at left.
Tuesday, August 9, 2016
Hearthstone: Protect the King!
Here's another illustration for the new Hearthstone release One Night in Karazhan. This one was a real challenge. I needed to depict chess pieces with no legs in motion. Eventually, I needed to work magical energy into the picture without creating chaos. Both the composition and the color scheme went through some big changes.
As you can see below, the original composition was more expansive, showing more of the pieces on the board. A decision was made to zoom in on a section of the composition so it would read better at the size of a Hearthstone card. From there, I did a complete value study in black and white to clarify the picture before adding color. I rather like the image this way, with black and white pieces actually painted in black and white. I wanted to preserve some of that feel so my initial approach to the color scheme was to use analogous colors (colors next to each other on the color wheel—in this case, blues and purples).
Ultimately, the final art had to be much more colorful than that and I needed to work in magical energy so the pieces became a warm purple and ochre and I introduced red and blue energy. I think it works and in the end, I have a nice example of just how much color can change a piece even after most of the values have been established.
Monday, August 8, 2016
Hearthstone: Avian Watcher
I painted this illustration of for the new Hearthstone release, One Night in Karazhan.
I've included a preliminary study in gray. I was initially leaning toward something dark and moody but Hearthstone is a very colorful game so in the end, the color scheme ended up being rather electric, with a highly saturated palette, right down to the glowing green eyes.
Friday, June 17, 2016
Skylanders Battlecast: Food Fight and Coldspear Cyclops
Here's one more from Activision's Skylanders Battlecast, a frozen scene depicting the character Food Fight and a Coldspear Cyclops!
Thursday, June 16, 2016
Skylanders Battlecast: Crypt King and Bad Juju
Here's another painting for Skylanders Battlecast, this time featuring the characters Crypt King and Bad Juju. The latter is in the background and he's trying to control the actions of the former.
Sunday, June 12, 2016
Smash Hit: Process
As I mentioned in my previous post, this painting went through some interesting changes during the development process. Here are some of the steps along the way.
1.) My preliminary sketch.
2.) Working in Photoshop, I blocked in basic colors and values and started developing a few details. The latter were only added after the blocking-in process but alas, I didn't save a version of the painting with just the basic colors and values in place.
As you can see, I also added a texture over the ground using a transparent layer.
3.) More development: At this stage, I had begun working on the girders in the background and I shifted the color of the cement-slinging vehicle from orange to a bright red. Most of the work was done with the Hard Round brush in Photoshop, or with a brush named "Airbrush Pen Opacity Flow".
4.) The color of the girders in the background was changed from red to a cool blue to push them back and keep them from competing for attention with the foreground elements. Texture and detail were added to the vehicle.
5.) Next, I began developing the character by adding details and refining shapes. I also did a bit more work on the background.
6.) Having completed the central elements of the picture, I refined and developed the rest of the background (and the actual ground) and the picture was finished...
7.) ... or so I thought! It turned out that the girders weren't an appropriate element for the game setting so they had to be removed. They were replaced with more clouds and stacked bricks and then the picture was truly finished.
I actually prefer the version in step 6. I think the strong vertical lines of the girders really added something valuable to the composition but hopefully, both versions of the picture are successful.
Questions are welcome!
As you can see, I also added a texture over the ground using a transparent layer.
3.) More development: At this stage, I had begun working on the girders in the background and I shifted the color of the cement-slinging vehicle from orange to a bright red. Most of the work was done with the Hard Round brush in Photoshop, or with a brush named "Airbrush Pen Opacity Flow".
4.) The color of the girders in the background was changed from red to a cool blue to push them back and keep them from competing for attention with the foreground elements. Texture and detail were added to the vehicle.
5.) Next, I began developing the character by adding details and refining shapes. I also did a bit more work on the background.
6.) Having completed the central elements of the picture, I refined and developed the rest of the background (and the actual ground) and the picture was finished...
7.) ... or so I thought! It turned out that the girders weren't an appropriate element for the game setting so they had to be removed. They were replaced with more clouds and stacked bricks and then the picture was truly finished.
I actually prefer the version in step 6. I think the strong vertical lines of the girders really added something valuable to the composition but hopefully, both versions of the picture are successful.
Questions are welcome!
Skylanders Battlecast: Smash Hit
This painting for Activision's Skylanders Battlecast game features a character named Smash Hit and a cement-slinging machine he's invented, Designing the cement slinger was a hoot and I had a great time with this painting as a whole. It went through some changes along the way so I'm going to share the process for it in my next post.
Subscribe to:
Posts (Atom)