AuthorTopic: FC  (Read 11355 times)

Offline Mathias

  • 0100
  • ***
  • Posts: 1794
  • Karma: +2/-0
  • im not real
    • http://pixeljoint.com/p/9542.htm
    • View Profile

FC

on: April 04, 2012, 12:33:02 pm
Creating a series of creature paintings. Started with it's gestation egg. Then an interior view of the egg.

PREVIOUS IMAGES IN SERIES

   




NEW IMAGE IN SERIES

Up to date WIP steps:



Am now working on the creature shortly after birth, still a helpless hatchling, posed in an organic writhing mess of living tubes and veins and all that cool Gigeresque stuff I like so much.
            As an adult, it becomes a six-legged hydralisk, preying mantis-looking thing. And like some insect species - termites and ants, there will be several different forms - from basic-looking workers, to a horned razor-appendage armed warrior class, maybe even a king and/or queen type.


WIP  -  A little inspiration I can cite would definitely be Zerg stuff from StarCraft II, like this pic of Kerrigan, hatching from an egg.



(WIP pic above is scaled; actual version is 3x larger)

Gonna get my lines right and then really get started . . .

The bg/surrounding environment was actually an afterthought. The organism itself was done first, then the BG tossed in after-the-fact, so it's lighting/shading will need to change I'm sure.

I anticipate this one to take lot of work, more than the previous two.
Now that I have a full-time job again and have dropped all freelance, I feel I have the bandwidth to sit around doing fun graphics projects again, instead of meaningless commercial garbage 24/7.



As with each new painting project I take on, I have certain goals, that I always hope will promote my skills growing.

So, GOALS for this one . . .

  • COLORING. Unlike the previous 2 pics in the series I'm going to avoid cheap gradient map coloring to colorize greyscale painting. Originally, planning this series I established that the milky green/blue gradient map coloring would be used on all pics and therefore be a defining characteristic of the series. Now though, I'm very bored and unimpressed with it. It's too digital, too automatic, too easy. There's just no merit in it. For this one, I want to take my coloring up a notch, or three. So even if at the cost of continuity for the series I'm going a totally new direction with how this one will be finally rendered and polished.
  • I like noah. I want to figure out how he paints, so I'll be experimenting with different brushes, techniques, etc. The massive void between me and him bothers me - I want to close it a little if I can.
  • DEPTH. Will try for a strong sense of depth. Might use depth of field blurring, might not.
  • FORM. Strength of form. Especially when I try to feign perspective my shapes/forms seem to take on a 'fake' look and feel. I want a believable illusion of 3D with strong, interesting shapes that are correctly lit.
  • EERIE LIGHT. Want to use light to re-enforce a weird, alien vibe. Might set the main light light source as coming from the floor so there's that automatic eerie, bottom-up lighting effect. Will obscure much of the scene in darkness.
  • DETAIL. Lots of detail, covering all surfaces. Will try not to be too repetitive, but give the eye many different things to bounce around on.
  • TEXTURE. I never really have figured out how to add nice texture to my paint. Will try. Previous two pics are just basically airbrush style, which I'm bored with now.



Just thought I'd post it here, and fish for whatever thoughts, comments, ideas you guys might have. I like the collaborative association, as well as the opportunity to be inspired by better ideas and also catch mistakes I'll probably make along the way. Plus, this is the only site I post "low spec" artwork on - no desire to slather the internet with my junk.
I expect a steady stream of progress for this project. I doubt it'll stagnate, unless I really get carried away with monotonous details . . . that tends to wear on you hehe.
« Last Edit: April 21, 2013, 10:45:54 pm by Mathias »

Offline Mathias

  • 0100
  • ***
  • Posts: 1794
  • Karma: +2/-0
  • im not real
    • http://pixeljoint.com/p/9542.htm
    • View Profile

Re: FC

Reply #1 on: April 11, 2012, 02:26:46 am

Offline Mathias

  • 0100
  • ***
  • Posts: 1794
  • Karma: +2/-0
  • im not real
    • http://pixeljoint.com/p/9542.htm
    • View Profile

Re: FC

Reply #2 on: April 11, 2012, 06:14:20 pm
Revised creature in order to increase it's young/babyish qualities so that it contrasts even more with it's ferocious adult version . . . which is yet to be more than a series of rough, crappy sketches.



Offline Mathias

  • 0100
  • ***
  • Posts: 1794
  • Karma: +2/-0
  • im not real
    • http://pixeljoint.com/p/9542.htm
    • View Profile

Re: FC

Reply #3 on: April 14, 2012, 11:21:48 pm
Creature revision complete.
Scope of this project is immense, though I know it doesn't look like it. I'm slow at this type of work.
At this time, just tightening up linework, getting ready to start coloring/shading. Been studying surface types again - organs, various gore, eviscerated unicorn flesh, flayed minotaurs, electron microscope images.
Will need to innovate some new painting/brushing/texturing techniques I've never used before. Looking very much forward to adding to my paint arsenal. Each time I do a paint I develop a set of brushes and presets using those brushes I use through the project to keep things consistent, when digitally . . . options are infinite, so you must work within a selected toolset for every one thing, otherwise obvious digitalness creeps in and you've undermined your own work.
I want maximum realism, with highly polished details and diverse surface types, lit by green and blue light sources.
Keeping things one layer, unless I want to do some sort of selective transform warp, but then flatten once done.

Offline Argyle

  • 0010
  • *
  • Posts: 269
  • Karma: +1/-1
  • Futuristic beep boop.
    • argylebox
    • http://pixeljoint.com/p/13899.htm
    • valsaurus
    • View Profile
    • ArgyleBox | Designs by Valouria Saurus (VERY OUTDATED)

Re: FC

Reply #4 on: April 15, 2012, 02:28:01 am
Just one quick edit to make it more infantile.



But no really. These pieces of yours are always fun and interesting to look at, so I'll be interested in watching your progress, especially in regards to how you will go about doing a new coloring style.

Offline ||||

  • 0010
  • *
  • Posts: 341
  • Karma: +0/-0
  • The brand with four stripes
    • llll_lijj
    • http://pixeljoint.com/pixels/new_icons.asp?owner=30996&ob=search&dosearch=1
    • Lijj
    • View Profile
    • rawbetty.com

Re: FC

Reply #5 on: May 05, 2012, 11:48:22 pm
Finally rediscovered this site.. MATH-EYE-AS! This is really interesting stuff man.. didn't expect to see such a thing here. Looking forward as well to check out how you go about applying more eerie lighting etc.

Offline Grimsane

  • 0010
  • *
  • Posts: 423
  • Karma: +2/-0
    • View Profile

Re: FC

Reply #6 on: May 23, 2012, 10:38:21 pm
whoa I never even thought that combination was possible Gigeresque Chibi/chunky SD
this looks quite amazing, and you really have captured that morbid gigeresque charm, albeit with a level of vividness i would've have think would work so well, hope you are still working on this stuff :y:

Offline Mathias

  • 0100
  • ***
  • Posts: 1794
  • Karma: +2/-0
  • im not real
    • http://pixeljoint.com/p/9542.htm
    • View Profile

Re: FC

Reply #7 on: March 13, 2013, 05:46:12 am
Haha geeze, Argyle. He just needs a bonnet now.
||||, believe me, there's plenty of cool stuff in here if you look.
Thanks, Grim.


(my projects never die, they just occasionally go catatonic for a while . . .)


finalized my lines (still pretty rough, but . . . come on, let's get this show on the road already)

made the creature looke even more pupal (it's adult form is already designed so I'm tasked here with creating a convincing baby version of it)


quick rough lighting, defining major light source(s), allowing me to finally start creating some convincing volume

before I began shading, I doubled my resolution to 6000x7000, full-size poster-printable


Unsure how long I'll continue in grayscale . . .

Offline Mathias

  • 0100
  • ***
  • Posts: 1794
  • Karma: +2/-0
  • im not real
    • http://pixeljoint.com/p/9542.htm
    • View Profile

Re: FC

Reply #8 on: March 15, 2013, 08:16:11 am
light

Offline Mathias

  • 0100
  • ***
  • Posts: 1794
  • Karma: +2/-0
  • im not real
    • http://pixeljoint.com/p/9542.htm
    • View Profile

Re: FC

Reply #9 on: April 21, 2013, 10:44:52 pm
building environment

Offline Facet

  • 0010
  • *
  • Posts: 425
  • Karma: +3/-0
    • View Profile

Re: FC

Reply #10 on: April 26, 2013, 01:28:09 am
Hey, really like the look of this and your self-improvement program :P.  I'd like to be more thorough but I'm short on time so quick construction/perspective crit for now:

You mentioned 'feigned' perspective and I think that's an issue here: granted it's a bunch of organic Giger-forms and stuff could be pointing every which way, but your construction feels a little wonky in that we're looking up into the ceiling orifice whereas the dais the monster's on looks to be vanishing to a horizon around that point. Quick example here: I moved it up to where I estimated that ellipse would occur in a level creepy-womb-thing, 'cos it's always good to reinforce a consistent perspective; the extra height is kinda dramatic too!



Lately in PS I've been using the polygon tool with max. indented sides to get quick neat guidelines (tiny down arrow next to the blob icon for the options menu there).
« Last Edit: April 27, 2013, 06:13:34 pm by Facet »

Offline Mathias

  • 0100
  • ***
  • Posts: 1794
  • Karma: +2/-0
  • im not real
    • http://pixeljoint.com/p/9542.htm
    • View Profile

Re: FC

Reply #11 on: April 27, 2013, 06:13:03 am
Thanks, Facet!

Nice observations. Cool to see something I've looked at for so long suddenly with an altered composition. I do like the extra height in yours. Almost makes mine look claustrophobic.

Maybe part of why it seems like the the viewer can see unnaturally up into the ceiling is due to the far portion of the center, ceiling orifice's inner wall sagging down too far.


Here's an edit I'm pondering:



Not as dramatic as yours. Less off inner orifice wall is visible. I want to leave more focus on the creature itself and less on the environment so I've only adjusted the ceiling upward a little bit. I may even end up more tightly cropping out the environment before I finalize this, leaving the creature even more front-and-center.
« Last Edit: April 28, 2013, 09:20:51 pm by Mathias »

Offline Mathias

  • 0100
  • ***
  • Posts: 1794
  • Karma: +2/-0
  • im not real
    • http://pixeljoint.com/p/9542.htm
    • View Profile

Re: FC

Reply #12 on: May 04, 2013, 04:01:38 am
Went with Facet's tip and added more vertical space.

Was going to refrain from going all Zdzislaw Beksinski on this one, but I think I'll see where this leads, instead.



Offline Mathias

  • 0100
  • ***
  • Posts: 1794
  • Karma: +2/-0
  • im not real
    • http://pixeljoint.com/p/9542.htm
    • View Profile

Re: FC

Reply #13 on: November 14, 2013, 03:22:06 am
Well . . . this project has become incredibly laborious. Detail threshold is quite high now.


1:1 crop of lower left corner





Bitten off more than I can chew (tolerate, more like it), or headed for triumph? Wait and see.