Friday, February 29, 2008

Avalanche drawing session

I went to the drawing session this morning and tried to apply some of the things I've been learning lately from the tutorial sessions by Adam Ford and Dave McClellan. I painted this almost entirely with Painter's "Loaded Palette Knife," because I wanted a different effect than in my usual paintings.

Thursday, February 28, 2008

Lunch study

Some guys at work have been doing these studies during lunch, and I was happy about the way this one turned out, so I'm going to post this. Done from photo reference, no color picker, about 45 minutes.

I'd post the photo, but I don't know if it's copyrighted, so you'll just have to imagine.

Monday, February 25, 2008

Gangster progress shot 2

I want to spend a lot more time adjusting how the values work on this thing, but I need to post something.

Wednesday, February 20, 2008

Thursday, February 14, 2008

Gangster progress

I'm working on this for the Avalanche blog. I've been really busy at work and haven't had much time to do things for this blog, so I'm going to post progress shots of this piece, and hopefully someone will find it useful.

This is inspired by a tutorial/training Ryan Wood has been doing at work, so I'm trying something a little different. I did this drawing while standing on the aisle of the bus in heavy traffic last night, but that's not why it's messy. That's just how I draw.

Tuesday, February 05, 2008

Cute Baby

I did this picture of our newborn son for his birth announcement. I'm not usually good at drawing babies or kids, but I like how this one turned out.

Thursday, January 31, 2008

RANT of the Week: The Power of Shape

Shape is my favorite design principle for good reasons. Two of the most essential laws of design are unification and contrast (and no, I can’t substantiate using the term "laws," but I’m going to anyway, because I’m right, darn it). Unification deals with the visual continuity of a design, and contrast deals with the differentiation of qualities across that design.


First, let's assume that the goal of character design is appeal. And from what I’ve seen, the character designs people find most appealing are 1. Easily read and understood, and yet 2. Have some unique or unpredictable qualities. People like to feel some familiarity with a character, but they expect to see something that feels new. The law of unification can make designs readable, tying even complex designs together in interesting ways. The law of contrast also improves readability by placing emphasis on what’s important and diminishing what isn’t, but also, the right contrasts can generate that sense of uniqueness and unpredictability. Balancing unification and contrast is hard, but they’re important in creating appealing characters.


Fortunately, while balancing the two laws is tough, the principle of shape can be a powerful tool for working unification _and_ contrast into a design. You can unify a design using echoing shapes, complimentary shapes, interlocking shapes, or shapes that share contour lines. You can then add interest to the design using shapes of contrasting size, type, rotation, proportion, and spacing.











These examples are from a side project I volunteered for. I wanted them to draw upon stereotypes—so I didn’t add a lot of unpredictability to the content of the characters. Instead I tried to put interest into their shapes and other elements. With the Igor character, I used like shapes to unify the character and reinforce his heavy, dejected persona. I used a variety of shape sizes, however, to add that little bit of visual interest. I also spaced the shapes unevenly to add some unpredictability. The mad scientist, on the other hand, uses a larger variety of shape types, but they are unified by fitting them within his squarish frame. I also used connecting contour lines to pull the shapes together. The woman uses both like and varied shapes, and contour lines connect them together. I'm not sure the other designs are worth talking about, and that baby is just disturbing.

Well, sorry if that was long. Hope someone finds it helpful. Or even if it sparks discussion, good. Either way, it's always fun writing these.

Friday, January 25, 2008

Rant of the Week: Education

Concept art I did early in my schooling:
I just graduated from BYU (Animation Major), and it’s a relief to be done. I'm going to miss a lot about school, though. Originally I wasn’t planning to go to college: at the time I had a six-year career in the game industry, and I didn’t see any clear advantage between myself and other graduated artists. However, after I married, my wife convinced me that I’d need to set the example for our kids about the importance of college. Almost six painful (but rewarding) years later, I see four ways that my attitude was wrong about the benefits of education for an artist:

First, I assumed that college didn’t really help artists because I saw that some graduates were still weak artists. Now I realize that artists at varying talent levels go to school, and they almost universally improve a lot—and what I thought were so-so artists were often vastly improved. And the best artists I knew would outdo themselves every semester. I’ve known some very good artists that skipped college because of their talent or success, and now I wish I could show them how school could make them even better. The talented artists I know who also embraced learning were once good artists, but now they’re superstars---and they’ll improve as long as they have that humble attitude.

Second, BECAUSE I was uneducated, I often couldn’t distinguish between a good and a bad artist. Many artists that I once thought were “sub-par,” I realize now were actually quite good, but my narrow, teenage-comic-book mentality couldn’t move past any lack of chiseled biceps in their art. My school experience helped me appreciate that the appeal of great art requires much more than superhero anatomy and dynamic poses.

Third, I didn’t realize an important principle of education: you get out what you put in. The students I know who gained very little from school were either too lazy to do the work that would teach them, or too arrogant to learn from the work they were doing. I treated some classes like that and I’ve forgotten those subjects. But for the most part I worked really hard in school and I can see the rewards.

Fourth (and finally), I once thought that most college classes would be a waste of time for an artist. I never wanted to take a math, English, or history course again after high school, and I had only mild interest in the sciences and other subjects. What I’ve realized now is that what I learned in physics, history, geology, etc., has been more useful to me in my job as a concept artist than almost any art class I’ve taken. Even my math and English classes, which I don’t use much in art, have become useful in the managerial positions I’ve held. (I even used calculus once, believe it or not). The variety of subjects is the part of school that I’m going to miss the most.


All that said, I know that college isn’t an option for some artists, but that doesn’t necessarily have to hold anyone back. If circumstances keep you from a formal education, there’s no reason why you can’t work on developing yourself anyway. The nicest (and most painful) thing about college is that it forces you to take classes and do assignments that you wouldn’t have chosen on your own. However, anyone will discipline themselves to do hard things if they want the outcome badly enough. I know that I’ll do my best to keep learning.


Same character revisited now:









This was a fun exercise, and sometime soon I'll render out the newer guy more so it's a better comparison.

Monday, January 14, 2008

Snow Queen

This is for the Avalanche Blog. I was going for that construction paper cut-out style of design I see so many artists do, but this one was all painted.


Sunday, December 30, 2007

Church drawings

For some reason, sometimes I have an easier time paying attention in church if I'm drawing. Maybe it keeps me from being fidgety, and I think I'm usually studying people's faces anyway and this gives me a way to channel that split focus so I can listen better.


These are done with ballpoint pen, and usually pretty hasty before the person moves, so that's why I never get down to their bodies.


Friday, December 21, 2007

More digital life painting

This started out as a caricature, then I reined it back in as I was painted---that's why there's so much proportional weirdness. I am happy with the colors, though. I think this was about 90 minutes






















Also, I finished my last class at school, I'll be officially graduated in April. I feel like I should hand out cigars or something. Or was that for the baby?

Wednesday, November 28, 2007

Wednesday, November 21, 2007

Brownies

This was for the Avalanche blog again. I've always been bothered by the so-called species of "Brownies," because I like real brownies so much better. But if Brownies are all about eating brownies, maybe I can be okay with that.



Monday, November 12, 2007

The designs of Baz Reynolds have been a great inspiration to me, so I picked his style to do my final character for the design workshop. I think it looks like it's in his style when you haven't looked at his stuff for about a month or two.

Tuesday, November 06, 2007

Character design workshop

We've been doing a character design workshop at Avalanche, and it's been fun. Unfortunately, I've been in charge of organizing the workshop presentations and critiques, so I haven't had as much time to work on my own drawings for it. We've got one more assignment to finish up, but here's what I've got so far: (My first design in the upper left)


Thursday, October 25, 2007

RANT of the Week: STYLE

After many conversations with artists about the merits of style in art, I believe that a misconception exists among many artists: the idea that “realism” is outside the realm of style. Most designers I've known tend to categorize designs as either realistic or stylized.

The truth of the matter is that any type of art, no matter how realistic, is only approximating what we see in reality. As artists, we’re interpreting two-dimensionally the response that our eyes and brains have to what we see in life. Images that approximate three-dimensional distance, perceived color, lighting exposure, and visual organization, are really using stylistic modes of representation (like perspective) to approximate a complex visual experience.

This is why I believe there's no such category as "realism" in art. Everything is stylized. Even photos or movies contain only a fraction of the information our eyes and brains unconsciously calculate and organize when we see something. Even the most "realistic" drawings and paintings are still stylized representations of what we see.

Just to be clear, I don't think this means that attempting to give the audience a “realistic” experience is futile, but that we should approach it with this attitude: rather than believing wrongly that we are reaching the impossible goal of realism, we should design with the knowledge that no matter what, stylization of some sort will be the final result. Once an artist understands this, he may use his knowledge of design to manipulate what the audience sees and thereby control how the audience reacts.

Anyway, I'd like to hear what other people think about this idea. I'm still developing my art theories, so feel free to post comments in rebuttal if you see flaws in my arguments.

Tuesday, October 23, 2007

Water Nymph

Also for Don's class. This was a brushes assignment: I was supposed to create some new brushes and paint a picture using them. I wanted to do something that was part Gustav Klimt, part Krista Huot. If you ever feel tempted to do the same, don't. It was a lot harder than I expected. I wanted to take it a lot farther, but I'm so tired of working on it now, I'm declaring it done.


Monday, October 15, 2007

Old Witch

Originally this was an assignment for Don's class, but I was having so much fun with it that I thought it would make a good topic for the Avalanche blog. I feel like the colors and values could still use a bit of work, but I'm very happy with her owl-old lady design and the gnarly hands.

Monday, October 08, 2007

Friday drawing session

Trying something a little different with the model this time---a little more stylization re-posing to bring out a more design-oriented drawing than usual.

Tuesday, October 02, 2007

Stone Golem

Did this for a paper texture assignment for Don's class. I'm happy with most of it, but the mud could be better. It was still a good learning experience, though.

Friday, September 21, 2007

Avalanche drawing session

I decided to work on improving my use of color, so I've started bringing my laptop to the live drawing session on Fridays. Doing a caricature from life is, in some ways, easier than doing it from a photo. However, translating the colors and lighting from what I saw to the computer was more difficult. I'm happy with what came out, though.

Thursday, September 13, 2007

Moody

I'm taking Don Seegmiller's digital painting class, in the hopes that I might be able to break out of my characteristic way of painting and vary up my style a little bit. I tried doing this guy with completely new brushes, mainly Painter's loaded palette knife. I did this during class, and at BYU they've got Cintiq tablets hooked up to Macs, two things I'm not familiar with. Maybe it was just too many new factors, because I found myself unconsciously muscling the brush into the role I wanted it to fill, resulting in a technique that looks very much like just about everything else I do. Hrmph. Oh well, the semester's just started.



Wednesday, September 12, 2007

Elf+Magic+Fairy+Girl=Normal

Another one for the "Bad Fantasy Art" challenge on the Avalanche Blog. I wanted to make a design that poked fun at the stupidity (both in concept and intelligence) of the standard female fantasy character. However, I didn't get the chance to take it as far as I would have liked. That big round loopy shape in the background was originally a dragon looking up at her, but I ran out of time and patience. Someone suggested I should have also made her a "furry," half-cat-half-human, decked in revealing armor, but I wasn't sure I could paint that and still retain my sense of dignity.

Tuesday, September 04, 2007

New avatar







I stuck with the pug merely to keep a tradition. It's not that I have an obsession with pugs---I don't plan to even own a dog, ever. But there is something about their goblin-ey faces that I really like to draw.




Here's the full version.


Wednesday, August 29, 2007

Personality: Angry

I'm not sure which is sadder: that a few years ago I would have drawn a character like this in all seriousness, or that his sword really isn't that big compared to the average japanese video game.


Done for the "Bad Fantasy Art" topic on the Avalanche blog.