ImagineFX 208
ImagineFX 208
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CONCEPT A STRIKING
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Contents
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4
Issue 208
38 64 Workshops
56 How to design a limitless
game environment
Brandt Andrist’s landscape painting
workflow has countless possibilities…
62 Painting in watercolours
Isis Sousa covers Corel Painter 2022’s
three sets of watercolour tools.
Sketchbook: Sabin Boykinov Design a boss for a game 64 Improve your boss designs
Tristan Tait shows how to create a
powerful adversary for a 2D indie game.
56
70 Modular art workflow
Get more from what you already have,
says Thomas Scholes!
76 Speedpaint a mech design
Kobe Sek makes use of negative space.
92
Traditional Artist
88 Traditional FXPosé
Discover this month’s selection of the
finest traditional art, sent in by you!
92 Workshop: Paint a portrait
– Part 2: Sketching
See how Patrick J Jones directs a
photoshoot and draws a sketch in
preparation for his oil painting.
98 First Impressions:
Erik Krenz
Modular art workflow Speedpaint a mech Discover how nature continues to
inspire this US-based illustrator.
5
Resources
Editorial
Editor Ian Dean
[Link]@[Link]
Art Editor Daniel Vincent
Operations Editor Cliff Hope
Contributors
6
Next month
Animation art
Learn new insights from the artists behind
Maya and the Three, Arcane and more!
Also in the issue…
Pro character Life-drawing Paint perfect How to animate
design advice masterclass backgrounds using Quill
DreamWorks and Fine artist Charlie Dia Jamandron Director Dan
Netflix animator Pickard begins his reveals how to Franke shares his
Jacqueline Droujko essential figure- plan and paint tips for starting in
shares her tips. drawing series. animation scenes. VR filmmaking.
7
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1 THE ASTRONAUT
“This is one of my
characters. He has a whole
2
story behind him that I hope
I can tell someday in a full-
length comic book.”
2 ASTRONAUT
EXPLORERS
“Leaving part of the frame in
darkness makes the details
and the light more vibrant.”
3 SOMETHING ON
THE BEACH
“This one was painted over a
very small pencil thumbnail. I
usually make the best
compositions from very fast
and small sketches.”
1 CASTLE OF DRAGONS
“This image started as an
example for my digital art
1
class to focus on fore-, mid-
and background, and mood.
Here our hero has discovered
the Boss’s castle.”
2 CAVEMAN ATTACK
“This image depicts a
caveman on the attack
against a fiery dragon. I
wanted to make use of an
old caveman silhouette
from college.”
1 ASIAN
“It was only when I started
working with colour for
3 4
myself that I realised I’m
an absolute fan of pink.”
2 GYMNASTS
“Sports are a good way
to study the plasticity of the
human body. Gymnasts are
especially flexible and make
interesting poses.”
3 IRA
“I had wanted to paint a
rendered portrait for a long
time, and I’m happy how this
came out.”
3 MCQUEEN
“I really love the style of
Alexander McQueen’s design
house, so I took some
elements from it when
creating this portrait.”
1 MIMESIS
“A cover art commission of a young
woman being dragged to the depths by the
2 LOVE SONG FOR A VAMPIRE
“A tribute illustration; the etched lace and
long gown give homage to Eiko Ishioka’s
2
rusalka while her lover tries to save her.” iconic Lucy Westenra bridal gown.”
3 SEVEN DEVILS
“Melancholia and mania (two-headed
snake), paranoia (spider), anxiety
(scorpion), stagnation (cockroach),
self-sabotage (ants), and my impostor
syndrome (blind crow) are my devils.”
4 KAKAHUYAN (FOREST)
“The myth of the tambaloslos is about
an evil pan-like creature that preys on
people passing through thick forests.”
1 A GIRL’S ROOM
“This is a book illustration
where I tried to create a
2 THE INVENTOR
“A mysterious discovery
has occurred in a young
3
whimsical impression with inventor’s room. I wanted
two contrasting colours of to leave the object that has
light emanating from been discovered up to the
different sources.” viewer’s imagination.”
3 THE CELLAR
“I imagined where food was
stored in the Middle Ages. I wanted
4 ASIAN KID
“A child from the steppes is
playing on a goat. This was inspired
to study a burst of light and its by my ancestor’s homeland and
effect on different textures.” their lifestyle as Turkish people.”
1 DINNER
“A couple settle down
for their daily dinner while
2 MIRROR
“The child wonders
what the adult sees in
3 FAMILY PORTRAIT
“This looks like a
natural family. But what
3
eyeless portraits look on. the mirror. It looks like are those mysterious
Let’s hope the food was it’s reflecting something cloaked figures in
worth the wait.” that isn’t there...” the background?”
Do you want to see your art on these pages? Then email five pieces of your work and a short explanation
about each artwork, along with a photo and a few details about yourself, to fxpose@[Link]
Tetsu Tsukamoto
reveals the secret to
concept art success
Anima class The Final Fantasy character concept artist
believes team work and attention to detail matter most
Few people would disagree if we Tsukamoto-san was inspired by the
said that character concept artist 1984 fantasy film The NeverEnding
Tetsu Tsukamoto was born to create Story to begin his art journey, and has
weird and complex spent over 24 years inspiring us with
monsters for video his whimsical designs for the iconic
games. His father is a Final Fantasy VII onwards. His
graphic designer, his creatures – some of the most inspired
uncle a potter, his aunt and creative in video games – have
a furniture artist, and his cousin a dominated our imaginations and
manga artist, illustrator and crafter… influenced many.
creativity runs in the family.
The experienced character concept
artist rarely does interviews, especially
FINDING A FANTASY
Tsukamoto-san tells us that remaining
outside of Japan, so we’re honoured constant as well as inventive requires
he’s chosen ImagineFX to reflect on an understanding of the rules and
his art, process and career in the characteristics of each new Final
video games industry. Fantasy release in the long-running
franchise. Each has a unique feel,
“where the atmosphere and vibe
changes with every instalment,” says
the artist, while needing to remain
visually a part of the Final Fantasy
brand. In this regard Final Fantasy, and
its newest release, Final Fantasy XIV:
Endwalker, is a distinct conundrum.
18
THE SKY’S NO TIME BARGAIN
THE LIMIT
The 90s point-n-click
WASTERS
Marvel Studios concept
PURCHASE
Veteran illustrator and
game Beneath A Steel artist Naomi Baker animator Chuck Grieb
Sky gains a sequel, and tells us that she uses shows us around his
comic illustrator Dave a website blocker studio, which is centred
Gibbons returns to lend to avoid online on an antique table
the art a distinctive distractions during with adjustable top that
hand-drawn touch. her working day. cost Chuck just $20.
Page 22 Page 23 Page 26
THE ART OF
FANTFINASALY XIV The character concept artist
SPECIAL on how to get ahead
19
ImagineNationNews
“It makes me incredibly
“I learned from Tetsuya Nomura happy to see that
[Final Fantasy VII’s legendary Anima is being used
again, with the
designer and director] to always think appearance this time
in Final Fantasy XIV.”
of something new, something that
others don’t think of. But it’s equally
important to make sure we don’t miss
out the basic conventions and themes
too,” says Tsukamoto-san.
The artist has a structured way of
working. After reading over the
concept of the project, he’ll collect
images, descriptive text and three-
dimensional art to create a document
20
Artist news, software & events
Boss characters in Final Fantasy XIV are
complex and often feature multiple
phases, here Tsukamoto-san
illustrates Hades’ transformation.
Tsukamoto-san
was eight-years-old
when he decided to
designing, the ideal design would be become an artist,
and went on to win
one that I’ll want to display in my room art competitions
if it’s made into an action figure!” while at school.
21
ImagineNation News
22
In partnership with
23
ImagineNation News
Steve Simpson used Once Steve had
Affinity Designer on the produced the art, the
iPad to create the whole book was put
illustrations for this together in Serif’s
collector’s edition of Affinity Publisher, the
Alice’s Adventures company’s desktop
in Wonderland. publishing software.
Illustrating a classic
Against type Steve Simpson on how he used hand-drawn text with
his art for a new edition of Alice’s Adventures in Wonderland
Illustrating a book with a Sir John Tenniel’s work in the
strong cultural presence original book broke new ground by
is a challenge for any integrating text and illustration, so it’s
artist. The work must perhaps fitting that Steve has built on
walk a fine line between Steve is known for his
lively packaging
this by combining his illustrations
being original, but also recognisable. designs and his style is with hand lettering.
English illustrator Steve Simpson is inspired by the Arts and
known for his whimsical characters,
which he put to good use in creating
Crafts movement, and
1950s advertising. USING SERIF’S ART TOOLS
This special edition of Alice’s
his own unique take on Lewis Adventures in Wonderland was
Carroll’s 1865 novel Alice’s produced by Serif to showcase
Adventures in Wonderland. the capabilities of its Affinity
“I’m a huge fan of the apps. The book itself was put
book,” says Steve. “I was together with Affinity
introduced to Alice’s Publisher and Steve used
Adventures in Wonderland at Affinity Designer for his Placing lettering within the illustrations, Steve added
an early age, growing up just illustrations. The process of another dimension to Lewis Carroll’s story.
a few miles down the road creating the book is one of
from Lewis Carroll’s birthplace, the projects detailed in the Publisher Workbook during the Black
and over the years I’ve collected Affinity Publisher Workbook, Friday/Cyber Monday fortnight, which
several vintage illustrated copies.” which contains advice and tutorials starts 22 November.
from leading designers, publishers Affinity approached Steve a few
Switching between vectors and other creatives that will teach years ago to enlist his help with beta
and pixels and back again you everything you need to build
your own magazines, brochures and
testing the iPad version of Designer
and at this point he didn’t have a
was a real eye opener books. You can get a 30 per cent
discount if you buy the Affinity
tablet, so trying out this app was his
first experience of using an Apple
24
Advertorial
25
ImagineNation Artist in Residence
We have three cats. When I’m working
digitally, River, our Maine Coon mix,
likes to sit with me at my computer.
When painting, I keep the cats out of
the studio to ensure they aren’t harmed
by the pigments.
Chuck Grieb
Imagining worlds What began as a $20 drawing-table has
in a comfy living-room chair. A large
format printer and VR headset
complete the digital picture.
TRADITIONAL ART ZONE
evolved into a dedicated multi-zone workspace If I turn my chair 180 degrees from the
Cintiq, I enter the traditional art zone,
which is centred on an antique oak
For a long time, I digital space we, at the time, shared. drawing table. The table’s top can be
created art in different We swapped her desk and Cintiq into rotated vertically when painting or
locations throughout the closet I’d been using and moved lowered flat and used as a work bench
our home. Before my traditional art stuff into the for sculpting, cutting and so on. I also
commandeering the formerly shared space. have a cutting ruler with a guard to
space I now inhabit, my traditional The studio is divided into zones. The protect my hand. I learned the hard
‘studio’ was a converted closet off digital zone is centred around my 21- way that such measures are important.
the family room. I shared a room with inch Wacom Cintiq. My tablet is now I spent an evening in the emergency
my wife (also an artist) where we vintage, I suppose, as I’d acquired it in
created our digital work. 2006, but it continues to soldier on. These days I actually draw
Seeing how I was bursting at the
seams of the closet studio, my wife
These days I actually draw more
often on my iPad Pro than the Cintiq more often on my iPad Pro
took pity on me, and suggested I
consolidate all my artmaking in the
and enjoy breaking free of my studio
space to sketch and paint while sitting than the Cintiq…
26
Artist news, software & events
I installed 5,000K LED track lights for accurate The palette box, outfitted with a glass palette, can I love dinosaurs and other prehistoric beasts. The art on the walls are
colour rendition. They are fantastic at lighting the be closed to preserve the paint and protect pets hand-tinted etchings removed from a 19th century German palaeontology
workspace and can be redirected if needed. from stepping in the wet paint. text, along with examples of my original art.
27
ImagineNationNews
Repainting Illustrations are created
the past
in traditional media
as well as digitally.
Comic comedy
Flawed heroes Indie artist Kendra Wells explains why
their comic, Real Hero Shit, packs a comedic punch
Real Hero Shit is the characters, their conflicts and their
name of Kendra Wells’ flaws felt very real to me, and I
latest comic. “It’s very realised almost belatedly how much
much a title that fits the I was relating to a lot of their struggles
mood, I think, the story,” and a lot of their journeys,” adds the
they tell us about a book that follows artist, who’s based in Brooklyn, US.
four flawed adventurers. It’s The comic‘s fantastic art and its
Dungeons & Dragons meets pacing sells every joke with
Seinfeld. “I mean, they’re ease. “It’s about the timing,”
all a little dickish,” reveals says Kendra, comparing it to
the artist. a theatre production.
These characters are a “I’ll find myself at my desk
part of their creator: and I’ll be like, ‘why am I
“They’ve been living in my getting a headache,’ and I’m
brain and in my heart for realising that I’m doing the
so long at this point. I joke facial expressions as I’m
that they’re my children. drawing what the face is
But it really does feel like supposed to look like. I know
each of them sort of come from a a lot of cartoonists that actually keep
facet of my own brain,” says Kendra. a mirror at their desk so they can
The extravagant
The comic follows a party of four look at their own face. It’s a very
Prince Eugene characters on a mission to save a physical job.”
is a latecomer
to the party of village from an unknown evil. “I Follow the Real Hero Shit Kickstarter at
hardy adventurers. realised as I was writing these [Link]/real-hero-shit.
28
Letters
29
Feature
YUSUKE MOGI THE ART OF
FANTFINASALY XIV
The impression of a SPECIAL
line-drawing style has
been around since
Akihiko Yoshida’s time
so I try to preserve that
as much as possible
Final Fantasy XIV: Endwalker’s art team lead
Yusuke Mogi reflects on his workflow, influences
and approach to design. Ian Dean takes notes…
T here’s a sense of
responsibility that comes
across when discussing
the art of Final Fantasy
XIV’s with art team lead
Yusuke Mogi. He speaks with a
reference to the series as a whole, but
also on creating concept art.
As a veteran Final Fantasy artist
Mogi-san is aware of the traditions of
3D assets or photobash at all. In that
sense, it’s almost like a ‘traditional’
way of doing things.”
THE FINAL FANTASY LOOK
For many, Mogi-san’s art is the
epitome of the Final Fantasy style. One
glimpse of an elegantly sketched figure
swathed in colour washes and flowing
robes and you know you’re in Square
the world’s leading RPG series. “The Enix’s long-running RPG series.
impression of a line-drawing style has Despite the traditional watercolour
been around since Akihiko Yoshida’s feel of Mogi-san’s illustrations, he lets
time, so I try to preserve that as much us into a secret of how he captures the
as possible,” says the artist, who GUNBREAKER facial expressions that fans love so
explains he works almost wholly THANCRED
Mogi-san’s concept art
much. “I draw the characters’ faces to
digitally using Photoshop and Clip and character designs convey the impression of actual 3D
Studio Paint, “ but in my case, to give have defined the look
of Final Fantasy XIV for models, instead of the faces that I’d
it a hand-drawn feel, I don’t use any many years. want to draw.”
30
Yusuke Mogi
DEATH UNTO DAWN
Yusuke Mogi’s iconic art for
the fifth update to FFXIV:
Shadowbringers – Death Unto
Dawn update showcases the the
leaders of the game’s
world of Eorzea.
31
Interview
MONSTER DESIGN
FFXIV has some of the most inspired and
detailed monster design in the MMORPG genre.
Mogi-san’s work is both inventive and functional,
a necessity of great game concept art.
32
Yusuke Mogi
REFLECTIONS IN CRYSTAL
Mogi-san’s dramatic illustration to promote
the FFXIV: Shadowbringers’s Reflections
in Crystal release shows the mysterious
Crystal Exarch character. The artist says
he draws inspiration from books, anime
and even other video games.
33
Feature
COVER DESIGN SECRETS
Yusuke Mogi painted this issue’s cover. Here he reveals some of the thinking behind its creation…
T THE COMPOSITIO
The moon needed to play a big role in the illustration,
Mogi-san explains: “I did consider how to plan it out in
landscape, but since it would be desirable to have the
moon […] above everyone’s heads at the top, I started with
the portrait composition.”
34
Yusuke Mogi
FINAL ARTWORK
To the moon
“Since the key Job this time is Paladin and the
moon is an important location, I decided on the
overall concept around these two elements.”
A“I decided
sense of variety
to express the wide-ranging world
of FFXIV by intentionally placing the Warrior
of Light between Thancred and Alphinaud,
while placing Estinien with his heavy armour
at the back, having them blend in with the
others as a whole.”
35
Interview
SAMURAI AF
AF, or Artifact Armour,
is new gear gained
through levelling.
Mogi-san says great
care is taken to ensure
each new gear feels
unique and unified.
DRAGOON AF
COLLECTION
Mogi-san will contrast
his realistical character
designs with exotic
armour concepts.
36
Yusuke Mogi
REAPER
Mogi-san created this
dramatically whispy illustration
to showcase the new Reaper
Job (classes in the game) for
FFXIV: Endwalker.
37
Artist
PROFILE
Sabin Boykinov
LOCATION: Bulgaria
Sabin is a concept artist
working in the games
industry. He’s based at
Ubisoft Sofia and is
involved in many popular
titles. He also creates traditional
illustrations and outdoor art inspired
s and thoeookcean
by nature and fairy tales. When he’s
de
TALES
FROM THE LAKE
“Pencil work inspired by my
favourite fairytale topics: knights and
mysterious swamps. I tried to tell a story
of a long-forgotten battle and the
remains of a knight who’s gradually
become part of the environment,
Now he’s a home or a resting
place for animals.”
SWAMP
KING
“This is another one of my
fairytale interpretations of a
character who lives in a mystical
place. I love to explore certain
ideas in the tales and to use
symbols when creating my
personal vision of
the character.”
SEASIDE
STORIES
“I created this illustration for a
contest run by an amazing
illustrator, Dimitrios Pantazis,
based on his artwork of a fish in
a plastic bag. I draw a regular
day by the seaside, as
seen through the eyes
of this character.”
38
SketchbookSabin Boykinov
THE
EXPLORER
“This is my interpretation
of how a diver can have an
interesting experience
39
THE LOST FRIEND
“A pencil illustration inspired by tales of
knights. It shows the idea of how medieval
people imagined nature, especially forests, as
a place full of secrets and perhaps
ghosts, too.”
FOREST SPIRIT
“The idea of how nature acquires the spirit of
a long-time dead warrior. There are some Norse
elements in the helmet and the birch
tree in the background.”
YOUR
BODY IS A
TEMPLE
“A sketch I did for Alex
Hovey’s ‘draw this in your
style’ lockdown contest Your
Body is a Temple. It contains
some of my favourite
symbolic objects from
knightly tales, such as a
spear, a dragon on a
helmet and
a thistle.”
40
SketchbookSabin Boykinov
SKETCHES
FROM THE ROAD
“I love travelling and spend a lot of time doing it,
exploring the coastline of Greece or places like my
home city. I always keep a small sketchbook in
my bag. This is a collection of sketches
I did during my travels.”
Do you want to share your sketches with your fellow ImagineFX readers? Send us an email with a
selection of your art, captions for each piece and a photo and bio of yourself to sketchbook@[Link]
41
Feature
FINAL FAN
behind one of the longest-running
video game series. With Final Fantasy
XIV: Endwalker releasing 7 December,
the latest expansion for the successful
THE ART OF
MMORPG, the famously shy artists Final Fantasy is one of the world’s most
behind the worlds, creatures and popular and long-running video games
characters reveal their approach to
producing consistently beautiful art series. Ian Dean discovers how the art team
and game designs. creates its innovative worlds and characters
BACKGROUND BY DESIGN
Like many, background concept
specialist Rokuma Saito knew from an
early age he wanted to be an artist. At
high school he’d “visually express the
landscapes that I imagined in my
head.” It was an obsession that led
him to “try my hand as an artist in
game production”.
The names of the places he’s helped
create – Thavnair, Eulmore and
Abalathia – play on the tongue; the
dextrous titles suggest magical,
extravagant worlds and they don’t
disappoint. Saito-san’s landscapes
feature rocky plateaus teetering on
crystal points and colourful towns
nestled in green mountains that recall
southern European villages by way
ENDWALKER JOBS
Jobs are the classes players can use in the FFXIV
online MMORPG, and art team lead Yusuke Mogi
has illustrated them all…
42
TASY XIV
SPECIAL
THE ART OF
FANTFINASALY XIV
RADZ-AT-HAN (INSIDE)
This city region is now new and
explorable in FFXIV, Saito-san says
it’s a vibrant and colourful space,
and paired with intricate details.
EULMORE AETHERYTE
Concept art created by Saito-san to illustrate the town of Eulmore, first introduced in Shadowbringers.
of Mumbai. The worlds he paints while still at high school. He read the
appear to be in motion and inspired manga Record of Lodoss War,
by competing influences, but they illustrated by Akihiro Yamada
work together to create innovative – “that totally blew me away,” he
spaces for players to become lost in. says. This, shares Saito-san, became
The artist says he’s inspired by “the the starting point for his current art
scenery of places I’ve visited in the style. The artist clarifies: “The final
past, photos of places I’ve never been turning point for me to join the games
to, pictures by various artists,” as well industry was Vagrant Story, which was
as films, games, anime and manga. released by Squaresoft [prior to the
“Like many artists,” continues Saito- merger] in 2000. I was quite heavily
san, “I get my inspiration from the influenced by Akihiko Yoshida, who
things around me. In the last few years handled the art for this title.”
I’ve learned a great deal from the
Impressionists of the 19th century.”
When creating an environment
BRINGING LIFE TO SCENES
The concept art for the city of Radz-at-
Saito-san will look to the real world Han inside the land of Thavnair, new
but then clash, crush and combine to Final Fantasy XIV: Endwalker,
locations to find new ideas. His style showcases Saito-san’s ability to draw
is unique in video game concept art in the viewer. The scene is bustling
because it’s defined and stylistically with activity, the characters urge us
unique while remaining identifiable into the painting, and the use of
as Final Fantasy art. The artist uses colour rarely lets the eye settle. We’re VIERA SAGE
vibrant colour to create restless spaces forced to scour the scene picking up Mogi-san’s new Viera concept
that demand to be explored. He tells visual clues and cues as to what this for Endwalker, created with a
line-art style influenced by
us his style was developed early in life, place will be like to roam within. Akihiko Yoshida.
44
ALPHINAUD
LEVEILLEUR
Namae-san created
this concept to show
how faithful companion
Alphinaud Leveilleur
will look in Endwalker,
the first redesign of the
character since 2013.
RADZ-AT-HAN
Saito-san’s colour-
packed art teases
how the new city of
Radz-At-Han will look
to players of FFXIV:
Endwalker.
Humbly, Saito-san says he feels itself,” divulges Saito-san, explaining I let the image develop on paper, and
colouring is one of his weakest skills colour use in concept art is vitally when I’m satisfied that I’ve reached a
“because during my time as a student, important. “In the case of game stage where I feel it’ll work – even if it’s
I’d always draw in monochrome”. It’s production, I think that colour can not fully drawn – I’ll scan it,” he says.
an area of his art he’s been working help modellers and designers The scan marks the start of the
hard on since becoming a professional. understand the concept art. Based on digital phase for Saito-san, who then
“The impact that colour has in art these ideas, I’d say that in addition to uses Photoshop mainly for his
on the viewer is so great that it can ‘enriching the appearance of the background paintings and switches to
evoke emotions and stories all by picture’, I place importance on Paint Tool SAI for the character’s line-
‘conveying the elements contained art, importing these into Photoshop
I think that colour can within, without misunderstanding’.”
Saito-san begins a new concept with
when detail is needed.
Saito-san says this is his new
help modellers and designers paper and pencil to come up with the workflow: “There used to be a time
understand the concept art raw ideas. “I don’t often start
immediately with drawing digitally.
when I’d complete the production of
design and concept art using only
45
Feature
46
THE AMANO INFLUENCE
Iconic Final Fantasy artist Yoshitaka Amano became
a crucial influence, reflects Ayumi Namae
Ayumi Namae was lines. When Naoki Yoshida was
responsible for the appointed to Final Fantasy XIV and
various forms of the during the gear selection process,
Bard’s costume but the idea of Choral Attire was
says the Choral Attire selected for the AF1 series [AF
that was created for the 2006 refers to Artifact Armor, gear
expansion A Realm Reborn is one earned with level increases], which
of her favourites. we were working on as the
“It’s a particularly memorable centrepiece under the statement of
set of gear,” the artist says. ‘creating a Final Fantasy’ for Patch
“Looking back now, I think it was 2.0. I was, of course, happy, but
the first step in incorporating at the same time I was confused
MALE VIERA Amano-san’s graceful Final and worried.”
You’ll be able to play as a male Fantasy design lines into Final She continues: “The designer
Viera in Endwalker, and
Mogi-san gives us a glimpse.
Fantasy XIV’s equipment.” team, including the 3D team, now
Now, some years later, the line- has more experience and is able to
work and designs of the legendary create designs with a higher
Final Fantasy artist Yoshitaka degree of freedom than when we
Amano are incorporated into, and were working on Patch 2.0.
inspire, much of the work of the However, when we were working
Final Fantasy XIV art team. on the Choral Attire there were
Looking back before A Realm many asymmetrical parts and a
Reborn, Namae-san says: “At that large area of soft cloth that was
time, the designs were mainly difficult to express with polygons,
rugged and there were no pieces making the production quite a
of gear close to Amano’s design challenging process.”
47
Feature
CREATING THE ICONIC
ALEXANDER PRIME
Tetsu Tsukamoto details how he approaches concepting the stages of a classic boss
Give it legs Work
“The planning team asked
me to give Alexander legs,
backwards
“In the past, when I
and I had already designed designed Summons in Final
an Alexander Prime with Fantasy XIII and figures
legs, but it was rejected. So based on transformation/
when I accepted the combining elements such
request, they wanted me to as Brute Justice, the
transform Brute Justice and methodology that I
Cruise Chaser, and merge employed was to ‘design
the two together.” backwards from after the
transformation’. I couldn’t
use the same technique for
Perfect Alexander, and I had
no choice but to take the
safe road and make the
Cruise Chaser plug into the
body to form the head.”
48
Namae-san, who says the design
was kept more realistic to match the
series tone of this final expansion.
“When [Naoki] Yoshida made the
rough selection, he had a vision for the
opening act of the trailer,” says
Namae-san. His words, she tells us,
were: “a ‘Warrior of Light’ in a hooded
robe is walking on the moon, looking
down, and every step is shown in the
shot, and then comes the heavy sound
of clanging armour”.
She continues: “I expanded on the
visuals from those words, bringing to
mind the heroic image of the Paladin
in the Final Fantasy series.”
TELLING STORIES
At the heart of Namae-san’s approach
is for concept art and character design
to tell a story. “Each design is a piece of
the world of Final Fantasy XIV, so the
task is to create a design that visually
expresses the cultural sphere and
setting while incorporating elements
that are appropriate for that piece.
With each update, the world of Final
Designing Fantasy XIV expands, so it’s hard to
transitions differentiate aspects of the game from
“As for Brute Justice, I ran out the rest, but I’m very happy when I can
of ideas when I re-
disassembled the transformed express it well.”
body and replaced the Digging deeper into this aspect or
positioning of the arms and
legs. To this end, a meeting
constant change, Namae-san explains
was held to discuss the
transformation and combining
process. As a result, we Each design is
settled on the idea that for
Brute Justice would first be
a piece of the
world of Final
separated and absorbed by
Alexander Prime, and the
arms and legs would then
protrude out from the body,
which was suggested [by] the
team responsible for in-game
implementation. This idea
Fantasy XIV…
didn’t occur to me because I how working on a game like Final
was thinking about Final
Fantasy XIII Summons and
Fantasy XIV that’s forever changing
Brute as a ‘toy’ of sorts, and as and improving with live updates is
such I was thinking about both satisfying and challenging. The
transformations that would be
physically possible.” release cycle of updates is fast and the
art team responds to feedback from
players to incorporate changes. “I
think it’s one of the most rewarding
things that you cannot experience for
offline titles,” she says.
Creating concept art for an online
game comes with its own peculiar
difficulties, says Namae-san. The sheer
number of players in a game like Final
Beat the boss? Fantasy XIV, a record-breaking 67,000
“The rest was done on the
game side. Fantastic model concurrent players on PC alone,
data was prepared, and the ensures there are many restrictions on
textures and motion added.
The only regret I have is that
the specifications of assets.
I wasn’t able to take on the “There are also a lot of rules for
challenge of Alexander players’ gear, especially when it comes
Ultimate due to my
shortcomings as a player.”
to the length and spread of hems,
shoes and gloves,” adds Namae-san,
“so that they can be combined
49
Feature
NIDHOGG
Tsukamoto-san says he
reworked the design of
Nidhogg to distance it from the
“big-bellied” dragons usually
found in FFXIV. This creature
first appeared in the FFXIV
expansion Heavensward.
50
the specifications,” says Namae-san. THAVNAIR
Art team lead Yusuke Mogi refined the
idea and later, with the 3D production
LANDSCAPE
Saito-san’s detailed
design for the new
team and motion team, art staff at the area of Thavnair feels
studio with experience in mechanical inspired by the Indian
subcontinent and the
design created the weapon as players Middle East.
will find it in the game. As we discover
from speaking with Mogi-san and
Tetsu Tsukamoto, this is an art team
working together to bring fresh ideas
to the game.
“Many staff members are involved BALANCEDART
Saito-san believes
in the creation of new weapons for good concept art
new Jobs, but compared to all the new should be beautiful and
also useful, saying: “I
Job weapons we’ve implemented so think that the skill of the
far, the design of the sage’s weapon artist itself is how well
he or she balances
was more difficult and challenging these two aspects.”
right from concept selection through
to incorporating the specifications,” With so much work involved in team’s department signs off on the
says Namae-san. “Having said that, every aspect of Endwalker’s design, we concept, and finally producer and
I believe the end result is that we were pose Namae-san one more question: director Naoki Yoshida checks the
able to create a weapon that brings when do you know a design is concept. Yoshida-san himself will
with it a fresh new perspective.” finished? Her answer is typically team- often be involved at an early stage to
focused, explaining “design look over ideas.
We have much more completion” happens when everyone
involved is happy. On Final Fantasy ROOM FOR NEW IDEAS
freedom in design now than XIV that means deciding on raw ideas, It’s a process the experienced character
we did in the early days taking the idea into 3D and creating a
clean blueprint of the concept. Each
concept artist Tetsu Tsukamoto has
become familiar with, but the
51
Feature
THE AETHEROMATIC AUGER
Mogi-san blends his anime and manga
influences with more realistic design.
REAPER
The Reaper Job is new to Endwalker, and Mogi-san has had fun creating the shapes and details for this class.
52
process doesn’t dampen his
creativity or love of stumbling on to
creative new designs. Fan-favourite
creature Nidhogg is one of Tsukamoto-
san’s best, and it came about because
the studio’s process and his search for
inspiration came together.
“When it came to Nidhogg,”
explains Tsukamoto-san, “I was
originally requested to create two
figures, comprising a black dragon and
white dragon. However, even after
showing rough drafts to my superior
at the time more than a dozen times,
I just couldn’t get the greenlight. The
thing that stands out is that in the end RAK’TIKA GREATWOOD
The luscious canopy of this
I got approval for the first proposal wooded area was a fan-favourite
that was initially turned down.” in Shadowbringers, and comes
alive in Saito-san’s brush-strokes.
He continues: “I tried to design
Nidhogg and Hraesvelgr as contrasts,
incorporating scales and scissor- special attacks) for Final Fantasy X, he
shaped horns into Nidhogg, while took inspiration from a dark fantasy
placing fur and curled horns on manga and anime to craft the fan-
Hraesvelgr. I changed the outline to favourite Anima. “From there I studied
distinguish them from the big-bellied the atmosphere produced by artists
dragons we had in Final Fantasy XIV such as Yasushi Nirasawa and
thus far. The inspiration for those Takayuki Takeya,” he tells us. “I found
designs came to me by imagining that that both of the rough figures I
I was completely surrounded by their produced had a good vibe, so I
long bodies! At the time, I had just connected them so that one was at the
been transferred to the Final Fantasy top and the other at the bottom.”
XIV team from the old Final Fantasy The artist tells us: “It makes me
XIII Versus (currently Final Fantasy incredibly happy to see that Anima is
XV) team, so I had a lot of ideas for being used again, with the appearance
attack methods and such.”
Tsukamoto-san enjoys the workflow
this time in Final Fantasy XIV.” Y’SHTOLA as a whole. They have a deep
understanding of its lore, design and
ATheFRAMEWORK FOR TEAMWORK
Fan-favourite character
Y’shtola returns in
of combining ideas, styles and even FFXIV: Endwalker. concepts, and are given room to create
previously ignored concepts. When he artists we speak with have a clear new ideas with a framework that
was asked to create a “cruel” Summon passion for not simply this iteration of encourages teamwork.
(the series’ extravagant monstrous Final Fantasy, but a love for the series Reflecting on Tsukamoto-san’s
Anima concept, designed for a
The inspiration for those designs previous game, reworked for Final
came to me by imagining that I was Fantasy XIV and created from
imaginative references and guided by
surrounded by their long bodies! a broad and talented team, it’s typical
of the studio’s approach.
Endwalker, as the name suggests, is
the finale of the years-long Hydaelyn
and Zodiark story arc that has kept
players enthralled. “It’s the
culmination of everything Final
Fantasy XIV has done so far,”
comments art team lead Yusuke Mogi.
“From the diverse cultural cityscapes
to the sinister dungeons, you’ll be able
to appreciate a vast world that can be
described as representing the essence
of the Final Fantasy series.”
The work this team has put in over
EULMORE
Saito-san got into art
the years represents some of the most
because of the anime inventive in video games, and Mogi-
Neon Genesis
Evangelion. “At the
san urges us all to play to the end. But
time I was constantly don’t take his or our word for how
copying the characters
drawn by Yoshiyuki impressive this is. When all is said and
Sadamoto,” he says. done, let the art do the talking…
53
Complete yourcollection!
Workshops assets
are available…
Download each workshop’s resources by turning to
page 6. And if you see the video workshop badge,
you can watch the artist in action, too.
70 This issue:
56 Design a limitless
game environment
Brandt Andrist’s landscape has
countless possibilities…
62 Enjoy painting
in watercolours
Isis Sousa covers Painter 2022’s
three sets of watercolours.
64 Improve your
76 boss designs
Tristan Tait creates a boss
character for a 2D indie game.
70 Set up a modular
art workflow
Get more from what you already
have, says Thomas Scholes!
76 Speedpaint a
mech design
See how Kobe Sek uses negative
space to sketch mech concepts.
55
Workshops
Blender & Photoshop
CONCEPT
LIMITLESSAGAME
ENVIRONMENT
Using simple 3D techniques, Brandt Andrist creates
a procedural landscape with countless possibilities…
56
In depth Game environment
57
Workshops
Artist The best technology surface with a particle system. To get the most from this
PROFILE meets us where we are.
That’s why I keep my
Instead of hand-crafting the terrain
and hand-placing props, I create
workshop, you’ll need some basic
knowledge of Blender and
Brandt Andrist approach to 3D them procedurally so that I can Photoshop. If you’ve ever modelled
LOCATION: Sweden simple. Instead of shuffle my composition like a deck and rendered a basic scene in
Art director and concept learning every tool, I ask myself: of cards. I do this so I can explore the Blender, you’ll be able to follow
artist Brandt has been
part of the video games
“How can this software empower scene, seeing it with fresh eyes each along. If you’d like to learn more
industry since 2011, first my creativity?” time, and rendering whenever I find about Blender, I recommend Blender
in Seattle and now in I’ll use Blender to create terrain by a strong composition. Guru on YouTube. He has hundreds
Sweden. He loves to
paint, play music, and
adding modifiers to a flat plain. I In Photoshop, I’ll create colour by of hours of content, and his beginner
hang out with his family. populate this terrain by modelling mashing together photos, sketch series is perfect for anyone looking to
[Link] simple buildings, trees and rocks, detailed architecture, and paint with break into 3D (also take a look at our
GET YOUR
RESOURCES
and scattering them across the custom brushes I’ve grown to love. sister magazine, 3D World – ed).
58
In depth Game environment
59
Workshops
7 Colour palette creation
One way to create a colour palette with a lot of
variety and realism is to base it on a good photo. For this
painting, I use a photo that I took of a nearby castle here
in Sweden, using Levels and Color Balance to create light
and dark palettes for the foreground and background.
FOREGROUND
8 Colour thumbnail
Using my new colour palette, I begin blocking in colours. I try to keep my
layers simple, using only one new layer for each large fore-, mid- and background
element. This will enable me to easily adjust colour and contrast as I paint.
Gnarled
tree
60
In depth Game environment
PHOTOSHOP
CUSTOM BRUSHES BY
GREG RUTKOWSKI
I use a series of
13 Finding balance
Often when I add detail, I lose the balance between
foreground and background, creating additional contrast
14 Making final touches
that flattens the painting. To find balance, I refer back to I run the Sharpen tool over my focal points in the foreground, and use the
my production plan, using image adjustments to separate Blur tool to knock back noisy textures. I use the Sponge tool to saturate points of
the important elements and create strength and unity in interest, and Dodge to bring out highlights in metallic surfaces. Finally, I play
the composition. around with Adjustment layers to find dynamic colour and value combinations.
61
Workshop
Core Skills: Painter 2022 – Part 4
ENJOY PAINTING IN
WATERCOLOUR
Isis Sousa introduces you to Painter 2022’s three sets of
watercolours and gives her tips on how best to use them
Artist Most people enjoy keen to explore and emulate a more this media on your art workflow in a
PROFILE looking at watercolour
sketches and
traditional approach in their
illustrations, as well as providing
quick and simple way.
Notice that the brushes from each
Isis Sousa illustrations. While its options for creating a more digital- watercolour set will have both
LOCATION: Norway most recognisable looking watercolour effect. It’s also traditional and digital qualities.
Isis is an art director, a aspect is the washes, the medium is possible to combine these tools You’ll need to experiment with them
Corel Painter Master
Elite, a Xencelabs Artist
also used with oils, coloured pencils with any other media in Painter to find out which ones are a good fit
and indie filmmaker. She and other dry painting techniques. 2022, thanks to its enhanced brush for your art style. Many of these tools
also teaches and speaks Corel has done extensive research and layer technologies. are also accessories, rather than the
at CG events.
[Link]
to bring three watercolour sets to In this month’s instalment we’re watercolour pigment or wash itself.
Painter 2022’s art community. They going to unlock a few secrets that Think of it as your very own
GET YOUR
RESOURCES
meet the needs of artists who are will make it possible to incorporate watercolour studio kit!
See page 6 now!
Some brush strokes from this set. When you
select them, Painter will point out this media
works better in Gel Mode, so select ‘Take Care
of it For Me’ on the Layer Dialog.
62
Core skills Painter 2022 - Watercolours
2 Pigment watercolour set
This set features brushes that will
Despite the interesting tools, I find this set has the Within this set are
most ‘digitalised’ overall look compared to Fringe, Wet tools, such as
which is more realistic and organic looking. the Grainy Wash,
enable you to work with a ‘drier’ Flat Wash or Runny.
technique. It’s similar to applying the
pigment with minimum wetness. The
brushes in this set have another key
characteristic: a high density of pigment
per brushstroke. This contrasts with Fringe,
which has a low concentration of pigment.
63
Workshops
Photoshop
IMPROVE YOUR
BOSS DESIGNS
Tristan Tait takes you through some different processes and design
ideas that go into creating a boss character for a 2D indie game
Artist Every good video explore the design to craft and create on multiple roles within the
PROFILE game needs a bad guy,
and coming up with
something memorable?
In his workshop, I’m going to run
development pipeline. For the
sake of this workshop I’m going
Tristan Tait an engaging boss through a few of the different to assume the role of art director,
LOCATION: Australia character can be a fun processes and ideas I explore when concept designer and character
Tristan is an Australian challenge. They’re bigger and meaner designing a boss character for a 2D artist… so basically I’m telling
freelance illustrator than the rest of the game’s grunts, indie game. I’ll also show how it can myself what to do, laying out ideas
who enjoys drawing
anything that’s a little and it’ll take a bit of work on the fit within the development pipeline. and then critiquing my own work!
weird and wild. player’s side to figure out how to beat Indie game companies are usually So sit back, grab a pen, and follow
[Link] them. What makes a good boss only small teams made up of a few along by scribbling up your own
GET YOUR
RESOURCES
character though, and what are
some of the different ways we can
people. As a result, it’s pretty
common for each member to take
cartoon monsters and see what your
next boss character could be.
See page 6 now!
1 Study the brief
Before I start drawing out any old boss character,
I need to make sure that it’s going to fit into the game
world. Our game designer and art director have provided
a design brief that gives me a good place to start. I’ve
underlined the important features and taken particular
note of the style they need: “Colourful and stylised
cartoon”. Clearly, my design will need to gel with the rest
RESOURCES of the game’s aesthetic.
otohpkcotSi/segamI ytteG
PHOTOSHOP
CUSTOM BRUSHES:
HARD ROUND INKER
TT_MAIN
64
In depth Boss designs
65
Workshops
SPIKES
RETRACTABLE WEAPON
POWER
SOURCE
RETRACTABLE
WEAPON
66
In depth Boss designs
POWER PACK
(COOL IDEA-
8 Develop variations MAYBE
MAKE IT MORE
Using my greyscale character as a base, I duplicate ORGANIC?)
and paint in some variations to show our team. They
want to see how he might look with armour or different
attachments, so I experiment a little and end up mashing
a few of the ideas into one for the final version.
67
Workshops
PROJECTILE FIRE
NATURAL STATE
RETRACTED
CLAW
ATTACK
ANTICIPATION ATTACK
JUMP
ATTACK
10 Colour tests
I’m now overlaying my
ANTICIPATION JUMP FALL ATTACK
68
In depth Boss designs
12 Break down power moves
I want to emphasise the power of the special
attacks and so I use a glow in the power source to ‘charge
up’ the moves. Here we have our projectile chain strike
and a fun vomit reaction attack. The chain attack is going
to be his power move and so I emphasise the glowing
power source in this sketch. This will act as a telegraph
for the player to prepare for their counter.
POWER
ATTACK ATTACK
(HOLD POSITION
BEFORE RETRACTING)
13 Visualise vulnerabilities
Your boss character can’t be invincible, so it’s always good to think of their
ANTICIPATION
(TELEGRAPHED BY weaknesses and find ways to show that in their design. To make it a bit of a
GLOW BUILD UP) challenge, I hide his only weak spot on his back. The only time you can see it is
after his chain strike. The hero must run along the chain while it’s lodged in the
ground to attack. A successful strike will then throw the hero off and trigger the
reaction attack that the hero needs to dodge.
REACTION
ATTACK
ANTICIPATION
(FIRE UPWARDS)
HEALTH (100 PER CENT) HEALTH (50 PER CENT) HEALTH (25 PER CENT)
69
Workshops
Photoshop
SET UP A MODULAR
ART WORKFLOW
Get more from what you already have, says Thomas Scholes
who’s keen for you to waste nothing and learn more… and faster!
70
In depth Modularworkflow
GET YOUR
RESOURCES
See page 6 now!
Artist Kitbashing is a Rather than borrow from others to them for use and then testing the kit
PROFILE technique that uses
existing parts, art or
make our kits, we’ll be borrowing
from our own work and relying on
in the creation of a new image.
Conservation and motivation is
Thomas assets to make or our taste and instinct for interest vital to every artist whether they’re
Scholes
LOCATION:
improve new designs. with a method I’m calling a quick- a pro or just starting out, so it’s great
US
The technique has a long history in kit. This method is a great way to to be able to recoup as much spent
Thomas works in the creative industries, starting with jump into making and using kits, energy as you can and turn it into
concept art and visual/
creative development, the extensive use of physical model but also faster and closer to new work and new progress. I’m sure
specialising in creating kits – trains, tanks and so on – in sketching than other modular you have a hard drive or closet full of
environments and
pre-production projects.
landmark sci-fi films such as Star methods. I think you’ll find the sketches with loads of potential just
[Link] Wars, and has a mindset that’s well freedom enjoyable and the process waiting to be remembered, so after
suited to asset and texture reuse in easier to learn! We’ll be taking the you absorb this tutorial I hope you
digital film and games. best parts of existing work, preparing gather them up and get busy!
71
Workshops
72
In depth Modularworkflow
73
Workshops
74
In depth Modularworkflow
75
Workshops
Infinite Painter
SPEEDPAINT
A MECH DESIGN
Kobe Sek shares his process of sketching mechs with
negative space, creating a vibrant and colourful concept
Artist Playing with shapes, I love cyberpunk, but not the design, how I made decisions, and
PROFILE colour and lighting is
like meditating. So I
gloomy part. As technology plays an
increasingly significant role in our
how the plan evolved along the
process. I spent around four hours
Kobe Sek often carry my iPad lives, I always wonder how humans on this and mainly focused on the
LOCATION: Singapore with me and take interact with AI, robots and mechs. overall shapes, colour and lighting.
Kobe is an art director at inspiration from everywhere. I look This genre enables me to imagine I doodle thumbnails with negative
Ubisoft Singapore, with around and figure out what’s worth and express mechanical shapes, space, sometimes colour blocking. I
12 years of game
development “stealing”. It can be a question that experiment with the big, medium use colour picking from references
experience. He’s worked occurs to me, an event, eating food, and small forms, and paint colourful and reuse my existing artwork with
on Assassin’s Creed,
Ghost Recon and Prince
and so on. Ideas are everywhere. I elements such as neon signboards clipping masks to create the base
of Persia, and loves believe that nothing’s new. and hologram advertisements. colour and lighting. Occasionally, I’ll
mechs, cyberpunk and Everything is about copying, For this workshop, I’ll explain my photo-bash elements if required.
painting with colour.
[Link]/kobesek
combining and transforming. process from doodling to concept More details in the steps below…
GET YOUR
RESOURCES GO TO TOOLS PANEL>FILTER>STAMP
See page 6 now!
INFINITE PAINTER
DEFAULT BRUSHES:
SOLID FILL BRUSH
76
In depth Mech design
77
Workshops
78
In depth Mech design
Tap Layer to open
the Layer Option
panel and then
select Clip
79
GET IMAGINEFX
DELIVERED DIGITALLY!
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DIGITAL!
Our digital editions
come with the same
.cnI elppA fo kram ecivres a si erotS ppA .seirtnuoc rehto dna .S.U eht ni deretsiger ,.cnI elppA fo kramedart a si daPi
resources included in
the print edition!
SOFTWARE
Procreate 5.
The accomplished painting app now has
the ability to work with 3D models.
ZBrush Core Min
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tool ZBrush can offer – and all for free!
ArtRage Vitae
The original digital painting app gets a
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BOOKS
Man a Art Secre Drawing Perspective
With 10 years’ drawing experience, this Perspective is a key plank of an artist’s
artist is keen to pass on what she’s learned. skillset. This book will get you up to speed.
Procreate 5.2
P
rocreate was first released have UV coordinates, which is how metallic the object should appear,
in March 2011 and was the textures are applied to models in 3D. which makes it possible to enhance
first pro-level drawing There’s one fly in the ointment for your painting with reflectivity.
app that really grabbed iPad sculptors: there aren’t many There’s also a new 3D tab that
people’s attention on the iPad. Fast options for creating UV coordinates gives you access to lighting and the
forward to November 2021 and we on an iPad (Forger has some basic environment. You can add new lights,
now have Procreate 5.2. It’s an tools) and so you have to resort to a colour them and alter the HDRI
amazing update in lots of ways, but desktop program such as Blender to (backgrounds that will reflect in your
the biggest addition is the ability generate them. model). You can use any Procreate
to take 3D models and use all the brush or feature, and so tools such as
PAINTING IN 3D
Savage has added an
AR feature that enables
Procreate brushes and effects right you to show your Smudge are great for mixing up the
there on the model. The 3D painting process is easy to painted 3D creation in
the real world right paint that’s already on the model.
Procreate comes with a few 3D grasp. In fact, as long as you already there on your desk! There is an option to see your texture
samples that enable you to get going know how to use Procreate then there
the second you download the app, isn’t much to learn. You import the
but the real power comes when you model you want to paint. It has layers
take your own models from programs in the same way a flat image does. If
such as ZBrush, Blender, Maya and the model has separate parts you can
even models created on the iPad with tap the part you want to paint on, and
apps like Nomad Sculpt and Forger. away you go. There are sub-layers for
Models have to be unwrapped and establishing roughness and how
ZBrushCoreMini
MINI ME Get a taste of what the established 3D
tool ZBrush can offer, without paying a penny
where you need it as you sculpt. If
Price Free you add creases, it gives you more
flattened out. This means you can also The Page assist feature Company Pixologic triangles. If you smooth an area, it
bring in other images or textures and means that you can Web [Link] takes them away. It’s a well-used
add them via your usual 2D workflow.
bring in and view your
PDFs and read them
like a comic. RATING ★★★★★ technique in lots of 3D software and
even in VR with programs such as
AUGMENTED REALITY
ˇ
ZBrush comes in three flavours: ShapeLab VR. It’s perfect for this
An amazing new feature is that you ZBrushCoreMini, ZBrushCore and free release because it’s aimed at
can view your model at your desk the full ZBrush. The upgrade path people who haven’t done this before
using an AR feature right there in is clear and it starts with the free and may not even know what ‘this’
Procreate. This shows where digital version that we’re reviewing here. is. They can just sculpt and make
art is heading and it’s fantastic that The first thing to note is that this something cool, and that’s
Savage has added this feature to this version has a limited toolset. But sometimes enough. In a recent
update. Being able to check out your that’s intentional: ZBrushCoreMini update the program received new
designs in the very room you’re is designed to give you a taster of Chisel Brushes that effectively give
working in is liberating. It won’t be working in 3D, without worrying you stamps, enabling you to add
long before we see some exciting about any heavy-hitting features. scales, noses, claws and so on by
things created with this update. Features You can only sculpt, and you can dragging on the surface of a model.
nNew 3D painting
The non-3D additions include a workflow and tools only do one type of sculpting called ZBrushCoreMini has a limited
nAble to paint with
much-improved stroke stabilisation colour, reflectivity dynamic tessellation. The full version material set, all the basic brushes
feature for when you’re creating your and metallics
nHDRI backgrounds
of this tool in ZBrush is called you get in ZBrush, and features like
own brushes. If you’re lucky enough to nExample 3D models Sculptris Pro and it basically gives symmetry and occlusion. It’s a great
have a 16GB iPad Pro you can now nPage Assist feature
for PDF
you extra geometry (triangles) way to start your ZBrush journey.
take advantage of larger documents nQuick menu
and even more layers. There’s a new gestures
nRecent brush
Page Assist feature that enables you memory
nMore languages
to view all of your sketch ideas in a nAugmented reality
convenient sketchbook format, which viewer for your models
nM1 iPads can handle
is fantastic news for storyboard artists larger documents that
and comic book illustrators. Finally, feature more layers
you can bring in PDFs and annotate System
them, which widens the app’s appeal. Requirements
iPad: Fifth gen iPad or
It would have been nice to get some newer; second gen
iPad Air or newer;
automated UVing tools to make it fourth gen iPad mini
easy to import any model, but we’re or newer; iPad Pro
ZBrushCoreMini is essentially Sculptris Pro
sure there’ll be future updates that will Rating (a ZBrush tool), which gives you polygons
support Procreate’s impressive step
into the 3D realm. ★★★★★ when you need them. If you sculpt details,
it gives you more polygons.
83
Reviews
The tools may seem
simple. but behind the ArtRage’s simulation
scenes there are plenty of paint is fun and
of options to tailor and accurate. Just load
tinker with brushes, up your brushes and
paint flow and colour. start blending.
kcaharua@ :ecnerefeR
ArtRage Vitae
A NEW LIFE? The original digital painting app gets an update to
perform better on desktop. Is this a stroke of painterly genius?
Price £80 Format Windows reviewed (also on Mac, Android and iOS) Company Ambient Design Web [Link]
L
ong before Procreate was real time. You can also share your textured artworks. In Vitae this is
turning heads, ArtRage preferences, tools and colour palettes smoother than ever, even on a tablet.
was the go-to app for on- with a friend. Combined with the tiled- Helping is a variety of colour picker
the-go digital artists. The canvas feature – paint seamlessly options, from traditional artist colours
iPad edition, released in 2004, was across canvas edges to create infinite to a neat wheel that sits in the corner.
perfectly designed for tablets. paintings or textures – and there’s a Vitae adds a new Complementary
Running ArtRage on Windows 11 is a welcome pro edge to Vitae. Features Color Picker that, as the name
smooth experience. Some may suggests, offers colours that suit your
criticise the chunky UI that hasn’t
really changed since the iPad release,
NEW STROKES
Yet ArtRage’s real joy comes on the
nNew PaintLink
canvas sharing
nImproved Color
Picker and colour
palette. Everything can be saved into
customised colour-mixing resources,
customisation
but there’s a homely, robust feel to canvas, and here Vitae is refined nTiled Canvas feature to create a menu of blending profiles.
ArtRage Vitae. In fact, many of the rather than overhauled. The standard for limitless extended
canvas and textures
Outside of these features Vitae feels
new features are behind-the-scenes brushes include oils, watercolour and nImproved saving more of an update than a new version.
additions designed to bring airbrush, along with a lovely palette and stabilisation
nLarger canvas size A clear effort has been made to set up
the software up to date without knife that demands to be toyed with (32,500x32,500 ArtRage for a more professional
compromising its famed ease of use. ArtRage’s strength is that it enables pixels)
environment, particularly as canvas
For example, the new PaintLink you to load the canvas and brush with System sizes can now go as large as 32,500x
feature enables you and a friend to thick paint and just play – smearing, Requirements 32,500 pixels in size with faster saving,
PC: Windows 10
collaborate on the same painting in pushing, and blending to create and above; Mac: OS X
10.10 or better. 1,920x
fewer crashes and more recording
options to share your process.
Everything can be saved into
1,080 or higher screen
resolution, 8GB RAM,
64-bit CPU, graphics This is one of the most accessible
customised colour-mixing resources, to painting tools around, with a wealth
tablet or stylus input
Rating of existing features and refinements
create a menu of blending profiles ★★★★ added with Vitae. If you left ArtRage,
it’s time to come back.
84
Inspiration Software & books
Manga Art Secrets
IN THE KNOW With 10 years’ drawing experience, this artist is keen
to pass on what she’s learned in this detailed instructional guide
Author Dalia Sharawna Publisher Search Press Price £13 Web [Link] Available Now
W
hile Dalia Sharawna’s book and the artist’s manga art secrets. The
may not have “everything latter are Dalia’s observations on
you need to become a working in the genre, accompanied by
manga artist,” as its back examples of her own art. The book
cover promises, the Palestine artist’s also features four spreads on other
guide does discuss core manga manga artists, for extra visual interest.
character design over its 130 pages. Readers will need a solid grasp of
Dalia’s guide covers heads, bodies figure art to get the most from Dalia’s
and poses, before exploring clothing detailed teachings. Furthermore, her
and aging. The advice comes in the book lacks insights into how to
form of step by steps, expanded develop a polished manga character.
explanations on a particular feature, Line-weight and colour are only lightly
touched on, and there’s no advice on
how to push storytelling into manga’s
often fantastical realm.
Manga Art Secrets features useful
advice on drawing workaday manga
characters, but you’ll have to put the
time in to enhance your designs with
Artist Dalia Sharawna the genre’s distinctive art language.
furnishes her characters
with accessories to help
bring them to life. RATING ★★★ Dalia prefers to give her female characters more
nuanced expressions, while still conveying emotion.
Drawing Perspective
GET SOME Perspective is a key plank of an artist’s skillset, but it can
be a hard concept to grasp. This book will get you up to speed
Author Tim Fisher Publisher Search Press Price £13 Web [Link] Available Now
A
rtist, author and art tutor chapter on drawing techniques. You’ll
Tim Fisher’s book aims learn how to make a tonal scale, the
to “help you see and best way to sharpen and hold a pencil,
understand the world, and and generating tone and texture.
how perspective in its many forms Then it’s on to perspective proper.
has an influence on it.” It certainly Tim provides insights on zero-, one-,
delivers on this promise. two- and multi-point perspective.
Tim doesn’t tackle perspective Topics are covered in-depth and with a
immediately. Instead, he provides a matter-of-fact tone, while always
breakdown of core drawing materials, referring to his hand-drawn visuals.
surfaces and tools such as compasses The artist steps up a gear with sections
and T-squares. This is followed by a that include varying perspective,
shadows and placing animals in a
scene. If the theory threatens to get
too technical, step-by-step exercises
take the reader through the practical
application of Tim’s art knowledge.
If you’re looking for expert advice on
how to draw what you see, follow the
Tim Fisher’s single- lines to this book.
point perspective
exercise is based on a
Philadelphia street. RATING ★★★★ There are two vanishing points in Tim’s drawing: one
at the base of the tower; and one far above it.
85
GET YOUR
RESOURCES
See page 6 now!
TraditionalArtist
Workshopsassetsareavailable…
If you see the video workshop badge then you can watch the artist
in action. Turn to page 6 to see how you can get hold of the video.
This issue:
88 TraditionalFXPosé
Discover this month’s selection
of the finest traditional art,
88 which has been sent in by you!
92 Workshop:Painta
portrait–Part2:Sketching
See how Patrick J Jones directs a
photoshoot and draws a sketch
in preparation for his painting.
98 FirstImpressions:
ErikKrenz
Discover how nature has inspired
this US-based illustrator.
87
Traditional Artist FXPosé
3
Michael Camarra
LOCATION: US MEDIA: Acrylic on wood panel WEB: [Link]
Fine artist Michael uses figures and a vibrant colour
palette to explore his fascination with mythology, in
the context of humanity’s connection with nature.
1 2
1 STARGAZERS
“I love playing with vision and
the unseen as a theme in my
2 TEKHNE’S SONG
“This piece was about the art
of art. Here I have a reimagining
3 ORACLE
“I think about the consumer
waste we have that will outlive
4 ARIADNE & ASTERION
“Here I was reimagining the
story of the minotaur (Asterion)
work. This piece puts that of Tekhne, which is the muse/ us. Here I’m trying to weave our and Ariadne. I wanted to make
together along with our place spirit of visual art and technical contemporary clutter with a the minotaur a construction of
in the cosmos.” craft/skill.” sense of mysticism.” different objects.”
1 GAUNTLET OF
DEATH’S INERTIA
“This piece features the God of
2
Death, and her inexorable power.
Death can’t be stopped. Album art
for the band Desolated.”
2 LUCIFER
“This was a personal piece
depicting Lucifer not as a disgraced
fallen angel, but a martyred one.
It’s a pro-secular humanist piece
and anti-religion.”
3
3 COMMUNION
“This piece addresses
the transfer of death to the
living. As I view this transition
as a beautiful part of the
cycle, it’s done in verdant
surroundings. Album art
for Desolated.”
4 LORDS OF THE
TROPHIC CASCADE
“An environmental theme
here. As in ecology, if all of
the apex predators are
extinguished, the entire
ecosystem can fail. Album
art for Totem Skin.”
Pencil Charcoal
PAINT A PORTRAIT –
PART 2: SKETCHING
In this workshop PATRICK J JONES directs a photoshoot and draws a
T
detailed sketch in preparation for his oil painting, The Martian Queen
oday I’ll hire and
photograph a live model
before working on a
GET YOUR
RESOURCES
The information in a photograph
is flawed compared to the
information we see when drawing
started working from photographs,
the world of art slowly became a
flatter experience.
detailed sketch and See page 6 now! from life. What the photo severely That said, I’ll work from
transferring it onto canvas. lacks is the third dimension of depth. photography for the most part,
If the Old Masters owned cameras because working from a model today
they would have used them. Yet I
doubt if they would have given up
THE VALUE OF DEPTH is practically impossible as far as cost
The reason for this is its singular lens. goes, and the time scale expected for
using live models altogether, as I MATERIALS The reason we have two eyes instead a painting to be completed is less
haven’t, and I have the choice. DRAWING TOOLS
of one is to enable us to see depth. leisurely. The Old Masters would
To a beginner it may seem n General’s Soft Each eye judges a separate distance spend anything from a month to a
pointless to draw from a live model Charcoal pencil and combines both distances into year on a painting. I’ll paint this
when we can easily use photography. n 9B woodless depth. In simple terms we can see artwork within a week to 12 days if
After all, the photograph doesn’t graphite pencil around corners to some degree. The all goes well. So as not to fall into the
move. However, it doesn’t outweigh n Tracing paper cyclopic camera sees no depth; trap of copying a photo with all its
the advantage of seeing the model in n Paper stumps everything is based on a flat two- flaws and distortions, I’ll first draw
three dimensions. n Tissue dimensional plane of vision. The from the live model. Let’s get to it…
n Kneadable eraser focal length of the camera can blur Patrick is the author of the
I’ll paint this n Newsprint
DIGITAL TOOLS
the background, but it’s simply a
carnival trick compared to the
bestselling books, The
Anatomy of Style, The Sci-fi
artwork within a n Photoshop
n Canon 5Ds Eos
human eye’s ability to see depth.
The reason the Old Master
& Fantasy Techniques of
week to 12 days
Patrick J. Jones and Oil Painting
camera paintings are so lifelike is that they Masterclass. He also teaches figure
if all goes well
n 50mm Sigma Art lens worked from life until the event of drawing classes online. You can see more
the camera obscura. Once artists of his work at [Link].
92
In depth Fantasy portrait – Part 2
93
Traditional Artist Workshop
6 A better understanding
The main difference between the preliminary
5 The preliminary sketch
There are two kinds of sketches; preliminary sketches, and the working
sketch and the working sketch is that with the
preliminary sketch I’m looking more to understand the
sketch, which is the final drawing I transfer onto canvas. Here I’m drawing live from movement and gesture of the model. I exaggerate forms
the model to feel the gesture. Gesture is the flow of the form and will breathe life in order to understand better: I over-box the hips and put
into a pose. Without gesture the figure becomes stiff and lifeless. more feminine flow into the arms and legs.
94
In depth Fantasy portrait – Part 2
95
Traditional Artist Workshop
96
In depth Fantasy portrait – Part 2
13 Working in harmony
The holistic nature of working on the background
and the figure at the same time is working its unique
magic. I design the jewellery and the pattern on the 14 Regal touches to the figure
I’m getting a feel for the flesh now in preparation for the paint. For the final
drapery to work in harmony, which creates the regal touches I return to the face and hands and raise the eye make up, eyebrows
otherworldliness required to make this Martian queen and cheek bones. It all looks good. The final test will be to flip the drawing and see
and her environment authentic and believable. what needs tweaked with a fresh eye in play.
97
Traditional Artist Interview
First Impressions Erik Krenz What’s the last piece that you
Discover how nature finished? How do the two differ?
has inspired this The last painting I finished was a
piece called Pesta Waits for a gallery
US-based artist show here in Minneapolis. Frankly,
it’s like night and day. My work in
the beginning was very geometric
Where did you grow and kinda cartoony. My work now is
up and how has this realistic and painterly. I’m much
influenced your art? happier with my style now.
I grew up in
Minneapolis, Is making a living as an artist all
Minnesota. It was a lovely place to you thought it would be?
have my childhood, but I can’t say I work full time for a company that
confidently that where I grew up specialises in curating exhibits for
had much influence on my art. museums and zoos where I help
There is a region, though, in assist as a sculptor and painter.
Minnesota that’s called The North Having that steady cheque has
Woods, and I’m certain that place allowed me to choose projects on
had a deep and lasting impact on the side that I feel passionate about.
me and my art. Truly a beautiful It hasn’t always been easy, but I feel
and wondrous location. very content with my artistic career.
What, outside of art, has most What advice would you give to your
influenced your work? younger self to aid you on the way?
I think the easy answer is nature. I I took such a circuitous path that it’s
love looking at it, and I love being in hard to say how I’d get here any
it. It honestly consumes me. But I’ve other way than how I did, but I’d
also had a love for architecture since tell myself to be more confident.
I was a kid. I’m certain that my love
for buildings has helped with how How has the industry changed for
I compose and construct a painting. good since you’ve been a part of it?
Is there a painting that you saw in
LINK
This piece is 10 years old, but
compulsive detail the painting had. I would certainly consider social
I couldn’t believe such a thing was media a double-edged sword, but
shows the beginnings of Erik’s
your formative years that changed paired-back realism. possible. Still can’t. it has allowed people from all over
everything? What was it? the world to see my work who
I was absolutely obsessed with Jan Tell us about your first paid otherwise may never have. When I
Van Eyck’s Arnolfini Portrait. It’s commission, and does it stand as a started, it was still mostly blogs. The
hard to say why exactly I was so representation of your talent? ability to instantly share art
captivated, but I’m sure it partially changed everything.
had to do with the amount of I want nothing more than What character or scene that you’ve
to live in a cottage in the painted do you most identify with?
English countryside My painting called Dapper Fox. I
want nothing more than to live in a
cottage in the English countryside.
My first commission was for a
brochure on renewable energy. I What’s your next step in art or life?
hated the concepts I came up with, I want to focus on my own work.
and I hated how they were executed. I’ve had a few ideas for a series of
I developed a style in college that paintings on the back-burner for
years later I realised didn’t represent years, and I’d like to get to them
my inner self. That first commission before it’s too late.
DAPPER FOX
“My absolute favourite piece I’ve was the start of a long journey to You can follow Erik and order his art
ever done,” says Erik Krenz. find a truer and more accurate style. prints at [Link].
98









