Académique Documents
Professionnel Documents
Culture Documents
Ladrnn
Articles
Sketchbook of
Geoff Shupe
The Gallery
Jaime Martnez,
Khasis Lieb,
plus more
Weapon Design
In the first part of this brand new series, Kris Thaler meticulously shows
us how to design and paint an assault rifle, and its various attachments!
Coastal Realm
We continue this stellar series, with Levi Hopkins providing our latest
offering. He takes us on a journey to the Coastal realm.
Another new series kicks off this month, as Richard Tilbury explains
how he created custom brushes for this large scaly monster.
Contents
Editorial
Interview
Ladrnn
Articles
Sketchbook of
Geoff Shupe
The Gallery
Jaime Martnez,
Khasis Lieb,
plus more
Weapon Design
Coastal Realm
flowing.
In the first part of this brand new series, Kris Thaler meticulously shows
us how to design and paint an assault rifle, and its various attachments!
We continue this stellar series, with Levi Hopkins providing our latest
offering. He takes us on a journey to the Coastal realm.
Contents
008
Ladrnn
Sketching with
black and white fills
always helps me read
a design to see if it
works.
Interview - 2D Artist
Sketchbook
016
The Gallery
024
Weapon Design
034
Another new series kicks off this month, as Richard Tilbury explains
how he created custom brushes for this large scaly monster.
This month we feature: Jaime Martnez | Aekkarat Sumutchaya | Khasis Lieb | Gediminas Pranckevicius | Francesco Corvino
042
Hani Troudi | Darek Zabrocki | Sami Group Studio | Ali Kiani Amin | Eva Kedves
There are many industries that hold a place for digital art, but none of these rely on it as much as the games industry! Lots of different elements go into making a game but
in many, weaponry is an exciting and integral part of game play. In this tutorial series our artists will be showing us how to create weapon concepts for different situations
and environments, as if they were doing it within the games industry. This will involve them coming up with a concept and design, then demonstrating their techniques.
048
One of the appeals of many modern computer games is the ability to explore vast worlds created by talented
teams of artists and designers. You can wander around, venturing from one realm to another, absorbing
impressive landscapes while tackling challenges and enemies of every description. One of the challenges
faced by the concept artists working on a game like this is creating a variety of environments that still look
consistent design wise. Within this series of tutorials our artists will be showing us how to design six diverse,
fantasy realms from the same world while also describing their own painting process.
056
New World
062
The Exchange
072
publishedthey
artwork.
Andintheyve
done itshows or films, cartoons allow us to experience
Everybody loves cartoon characters, at one point or another weve all appreciated them.ofWhether
were
childhood
especially for this book!
stories that are beyond limits. In this tutorial series our artists will show us how to design and paint basic cartoon characters. This will involve them producing numerous
exploratory designs and showing you how to capture and reflect the personality of the character through expressions, costume and design.
This month we feature:
The Exchange
A custom brush can add that special texture or help speed up your workflow. You can use a combination of custom
In the second of our new tutorial series our artists will be showing
us how to create weapon concepts for different situations and
byuse
Eduardo
brushes to quickly add cracks, dirt and scratches to textures or images, or
them to paintPena
an underlying texture such as
skin, cloth, leather and metal to a section of a painting. In this tutorial series our artists will show us how to create different
custom brushes to texture a character. This will involve them starting with a basic un-textured character that they have
designed, and then demonstrating how to create brushes to add areas of texture and detail.
075
About Us
www.3dcreativemag.com, www.2dartistmag.com all physical books, ebooks, emags, video content, texture
libraries and any future releases may not be reproduced in any form or by any means, without the prior
written consent of the publisher.
Editor
Simon Morse
Lead Designer
Chris Perrins
Layout
Az Pishneshin
Matthew Lewis
Layla Khani
Content
Simon Morse
Richard Tilbury
Jessica SerjentTipping
Proofing
Jo Hargreaves
Marketing
Emma Handley
detail their character with them. Richard Tilbury gets the ball
Free Stuff!
monster.
This month we reach the halfway point in our Six Realms series,
which explores the limitless worlds and different realms within
illustrates the creative thought process of talented concept artist Geoff Shupe
and, as always, a stunning gallery featuring the work of Khasis Lieb, Gediminas
www.2dartistmag.com
page 2
Magazine!
Interview
Ladrnn
Articles
Sketchbook of
Geoff Shupe
The Gallery
Weapon Design
In the first part of this brand new series, Kris Thaler meticulously shows
us how to design and paint an assault rifle, and its various attachments!
Coastal Realm
We continue this stellar series, with Levi Hopkins providing our latest
offering. He takes us on a journey to the Coastal realm.
Another new series kicks off this month, as Richard Tilbury explains
how he created custom brushes for this large scaly monster.
feature in this magazine, follow this handy little guide on how to set
up your PDF reader!
Jaime Martnez,
Khasis Lieb,
plus more
2. Go to the
Contributors
Geoff
Shupe
Geoff is currently working as
a Concept and Flash Artist for
Electronic Arts in Salt Lake
City, Utah (US). Prior to EA
he worked freelance as a
background artist for DC and Marvel Comics, and as
a concept artist for Privateer Press.
Contributing Artists
Every month many artists from around the world contribute to 3DCreative
http://gshupeart.blogspot.co.uk/
mwnchrome@hotmail.com
and 2DArtist magazines. Here you can find out a bit more about them!
If you would like to be a part of 3DCreative or 2DArtist magazine, please
contact: simon@3dtotal.com
Kris
Thaler
Levi
Hopkins
http://levihopkinsart.blogspot.co.uk/
kris@rmory.net
levimhopkins@hotmail.com
Max
Kostenko
Richard
Tilbury
realistic rendering.
hypnoticw@gmail.com
www.2dartistmag.com
page 4
Ken
Barthelmey
Ken Barthelmey was born in
Luxembourg in 1989, and has
been drawing since he was
able to pick up a pencil. He has
always been passionate about
art and all things creative in general. Ken tries to
bring realism and authenticity into his concepts and
illustrations. He is a detail freak, he loves painting
http://theartofken.com/
info@theartofken.com
small details.
www.2dartistmag.com
page 5
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Ladrnn Interview
Hi Ladrnn thanks for chatting to me
today. Now Ive been having a nose through
your biography and as a self-confessed
sci-fi/fantasy/comic book geek, its pretty
exciting to be interviewing someone whos
worked for companies like Marvel, DC
Comics and Blizzard! How did you go from
being an aspiring artist to having your name
attached to a Marvel comic?
It is a pleasure to chat with you, Jo. Ive been
asked several times in the past about how I
started working on mainstream comics. It was
in 1995, when a good friend of mine convinced
me that we should go to the San Diego ComicCon and show our work. This was the first time
I had been to a comic convention, and so I
didnt know anything about it and my portfolio
was just pieces of paper from here and there.
During the convention I had the opportunity to
meet some very nice people; one of them was
advice.
www.2dartistmag.com
page 9
Interview
Ladrnn
succeed.
artist.
found so inspiring?
www.2dartistmag.com
page 10
Interview
Ladrnn
of Alejandro?
consciousness.
www.2dartistmag.com
page 12
Ladrnn Interview
me! I also notice that youve won an Eisner
award, which I gather is kind of like an Oscar
for the comic industry. That must have been
a pretty cool moment in your career!
I dont know who did it, but I think it is very cool
to have a Wiki page! I think Ill need to take
some time to update it properly. Information is
key today. People write to me asking about how
I work, what I use to paint and things like that,
and I think this kind of information should always
be available to everybody.
As you said, the Eisner awards are for comics
what the Oscars are for the movies. Ive been
asked several times about the Eisner award
that I received. It was nice awards are always
welcomed but I really prefer not to think about
it too much. An Eisner award is only a way to
recognize the work that you are doing. It is a
reminder that you are doing things well and you
need to continue improving your work all the
time.
It seems like Hollywood has finally started
to notice the potential of comic book worlds
over the last couple of years, with all the
Marvel-verse movies, the seemingly endless
cycle of Spiderman films and reboots of
Batman and Superman all proving popular.
What are your thoughts on this kind of film?
Do you think the classic comic stories are
translating to the big screen successfully
and have you seen any kind of benefits
from bringing comic book stories to a wider
audience?
From my point of view, its not that the
entertainment industry has suddenly discovered
comics, because they have been producing
movies based on comic book characters for
years we all saw Buck Rogers, Flash Gordon,
etc. What is happening now is that CGI has
brought new options to the film industry and
movies like The Avengers, which would have
been unthinkable in the past, are suddenly
possible. The level of 3D graphics and special
effects today is spectacular.
I think movies based on comics books are
refreshing Hollywood; they only need to find
serious directors, like Christopher Nolan, Peter
www.2dartistmag.com
page 13
Interview
Ladrnn
page 14
Ladrnn
Web: http://ladronn.cghub.com/
Email: ladronn@ladronn.com
Interviewed by: Jo Hargreaves
Sketching with
black and white fills
always helps me read
a design to see if it
works.
www.2dartistmag.com
page 17
Sketchbook
Geoff Shupe
www.2dartistmag.com
page 18
Sketchbook
Geoff Shupe
www.2dartistmag.com
page 20
Geoff Shupe
Web: http://gshupeart.blogspot.co.uk/
Email: mwnchrome@hotmail.com
www.2dartistmag.com
page 21
Meet modo.
! tion
W
cip
O
s
N b
E d,
BL loa
Su
A w
IL l Do
A ita
AV, Dig
D
DV
In this two volume series, Scott Patton shows the processes he uses to
create a 3D character for feature films. The first volume explores
Patton's fast and efficient method for concept sculpting, skipping the
2D sketch phase all together and designing the character entirely
within ZBrush. He covers everything from blocking out the forms
and fleshing out the muscles, to adding props, detailing with alphas
and posing the character. The second volume covers methods for
creating a final color rendering using ZBrush and Photoshop. Patton
cr
shows how he squeezes the most from ZBrushs powerful renderer to
create both a wide and close-up shot of the character. He then shares
creative Photoshop tips and tricks to quickly get to a finished piece of
concept art from the ZBrush renders, covering topics such as adding
and refining skin texture, hair, eyes, shadows and scars. Patton also
discusses how to create backgrounds that enhance the character and
composition.
overall
ov
www.thegnomonworkshop.com
This month we feature: Jaime Martnez | Aekkarat Sumutchaya | Khasis Lieb | Gediminas Pranckevicius | Francesco Corvino
Hani Troudi | Darek Zabrocki | Sami Group Studio | Ali Kiani Amin | Eva Kedves
The Gathering
Hani Troudi
http://behance.net/hanitroudi
hanitroudi@gmail.com
(Right)
Zombie Invasion
Sami Group Studio
http://www.samigraphics.com
mail@samigraphics.com
(Below)
www.2dartistmag.com
page 25
Absinthe
Khasis Lieb
http://www.khasislieb.com
kahsix@yahoo.fr
Kitchen Killer
Aekkarat Sumutchaya
http://aekkarat.blogspot.com/
webang111@gmail.com
10 of the Best
The Gallery
Hidden Passage
Francesco Corvino
Eva Kedves
http://www.francescocorvino.com
http://evakedves.deviantart.com
mail@francescocorvino.com
eva.k.cont@gmail.com
(Above)
(Below)
www.2dartistmag.com
page 28
www.2dartistmag.com
page 29
Mr. Wolf
Gediminas Pranckevicius
http://www.gedomenas.com
gediminaspr@gmail.com
Airborne
Darek Zabrocki
http://daroz.deviantart.com
daro9111@wp.pl
There are many industries that hold a place for digital art, but none of these rely on it as much as the games industry! Lots of different elements go into making a game, but
in many, weaponry is an exciting and integral part of game play. In this tutorial series our artists will be showing us how to create weapon concepts for different situations
and environments, as if they were doing it within the games industry. This will involve them coming up with a concept and design, then demonstrating their techniques.
rifle.
www.2dartistmag.com
page 35
Weapon Design
(Fig.10).
www.2dartistmag.com
page 36
(Fig.15).
the others and run the High Pass filter over it.
Desaturate it and set its layer mode to Overlay.
www.2dartistmag.com
page 37
Kris Thaler
Email: kris@rmory.net
One of the appeals of many modern computer games is the ability to explore vast worlds created by talented
teams of artists and designers. You can wander around, venturing from one realm to another, absorbing
impressive landscapes while tackling challenges and enemies of every description. One of the challenges
faced by the concept artists working on a game like this is creating a variety of environments that still look
consistent design wise. Within this series of tutorials our artists will be showing us how to design six diverse,
fantasy realms from the same world while also describing their own painting process.
Introduction
In this tutorial I was charged with creating a
coastal encampment in a fantasy setting. Some
specific tasks were to create a beacon, high
walls, and some town elements. I immediately
began gathering references for this project. My
reference gathering involved finding images
specifically related to coastal elements, along
with a wide variety of random abstract pieces.
With a library of images to work from, I began
to form various ideas that I wanted to capture
in the piece. In the beginning it was very
abstract thinking; sometimes it was just a single
descriptive word or a type of mood. Once I felt
satisfied with my research, I began moving
forward with the actual painting.
Next I started blocking in some large masses
in the painting.
www.2dartistmag.com
page 43
Chapter 03 Coastal
www.2dartistmag.com
page 44
www.2dartistmag.com
page 45
Levi Hopkins
Web: http://levihopkinsart.blogspot.co.uk/
Email: levimhopkins@hotmail.com
Everybody loves cartoon characters, at one point or another weve all appreciated them. Whether they were in childhood shows or films, cartoons allow us to experience
stories that are beyond limits. In this tutorial series our artists will show us how to design and paint basic cartoon characters. This will involve them producing numerous
exploratory designs and showing you how to capture and reflect the personality of the character through expressions, costume and design.
reference sketches.
(Fig.02).
www.2dartistmag.com
page 49
Cartoons
(Fig.09).
www.2dartistmag.com
page 50
also add the red from the sofa on his neck and
back (Fig.13).
www.2dartistmag.com
page 51
background (Fig.16).
Cartoons
www.2dartistmag.com
page 52
Max Kostenko
Email: hypnoticw@gmail.com
Wonderland | Ken Kaiser, Animator | Veronica Marino, Compositor | Phan Wiantrakoon, Animator | John Iskandar, Visual Effects Artist | Jacob Curtis Miller, Digital Artist | Geeta Basantani, Digital Matte Painter | Andrew Lawson, Charac
nimator | Assassins Creed: Brotherhood Zack Mathew, Animator | Wilson Mui, Team Lead Animation | Avatar | Michael Cozens, Lead Animator | Tamir Diab, Technical Director | Patrick Kalyn, Animator | Chrystia Siolkowsky, Motion Edito
en Sanders, Animator | Alfredo Luzardo, Layout Technical Director | Aaron Gilman, Character Animator | Jami Gigot, Texture Artist | Bioshock 2 | Jacob Palmer, Animator | Bobs Burgers | Tammy Dubinsky, Animator | Nathan Keane, Animat
ffects | Jake Biberdorf, Animation Supervisor | Coraline Brian Demoskoff, Animator | The Dark Knight | Gia Sadhwani, Digital Effects Artist | Freddy Chavez, DMR Compositor | Pietro Ponti, Lead CG Lighting Artist | Dead Rising 2 | Fredr
ass, Animator | Dead Space 2 | Wayne Gonsalves, Environment Art Lead | Despicable Me | Justine Codron, Lighter | District 9 | Neill Blomkamp, Director/Co-Writer | Shawn Walsh, Visual Effects Executive Producer | Samson Wong, Matchmo
rtist | Robert Bourgeault, Lighting Lead | Richard Sur, Lighting Technical Director | Paul Copeland, Visual Effects Artist | Julianna Kolakis, Creature Texture Painter | Jelmer Boskma, Modeler | James Stewart, Creature Supervisor | De
tevenson, Matchmove Lead | Drag Me to Hell | Thomas Schelesny, Visual Effects Supervisor | Dragon Age II | Nathan Zufelt, Senior Cinematic Animator | Family Guy | Michael Loya, Storyboard Artist Fast Five Rommel Shamoun, Composito
nthony Di Ninno, Animator | Fringe | Bob White, Visual Effects Artist | Scott Dewis, CGI Supervisor | Futurama | Claudia Keene, Prop Designer | Gears of War 2 | Scott Dossett, Senior Animator | Halo: Reach | David Helsby, Animator | Matth
urner, 3D Artist | Rajeev Nattam, 3D Artist | Happy Tree Friends | Brad Rau, Animator | Harry Potter and the Half-Blood Prince | Pietro Ponti, TD Generalist | Gia Sadhwani, Digital Effects Artist | Teh-wei Yeh, Lighting TD | Kieran Tether, Dig
rtist | Harry Mukhopadhyay, Lead Effects Technical Director | Harry Potter and the Deathly Hallows Part 1 | Henry South, Digital Artist | Horton Hears a Who! | Brent Wong, Lighting Technical Director | Arun Ram-Mohan, Lighting Techni
Director | How to Train Your Dragon | Tyson Erze, Visual Effects Artist | Jiyoung Lee, Texture Artist | Fredrik Nilsson, Animator | The Illusionist | Yann Tremblay, Senior Animator | Iron Man 2 | Teh-wei Yeh, Digital Artist | Stephen King, Anima
Simeon Bassett, CG Sequence Supervisor | Nicholas Markel, Previsualization Supervisor | Kieran Tether, Digital Artist | Joshua Herrig, Lead Lighting Artist/Look Dev Artist | Ben Sanders, Animator | Allen Holbrook, Animator | King of the H
Michael Loya, Director | LA Noire | Upinder Dhaliwal, Motion Capture Data Editor/Cinematics Editor | Legend of the Guardians: The Owls of GaHoole | Tim Rowlandson, Animator | Mars Needs Moms! | Shraga Weiss, Character Modeller | K
hantraine, Motion Capture Technical Director | Joel Pennington, Motion Capture Technical Director | Mass Effect 2 | Kolby Jukes, Principal Artist | Brian Sum, Concept Artist | Bartek Kujbida, Senior Cinematics Animator | Megamind | R
Naamani, Animator/Character Lead | ModNation Racers | Eric Gabas, Senior Environment Artist | Monsters vs. Aliens | Jiyoung Lee, Texture Artist | Night at the Museum: Battle of the Smithsonian | Nicholas Augello, Technical Animator | Ad
aniv, Animation Supervisor | Zeke Norton, Previsualization Supervisor | Rex Ahn, Pre-Visualization Lead | Joshua Herrig, Lead Lighter | Ben Sanders, Supervising Animator | Ai Saimoto, Lighting Lead | Percy Jackson & The Olympians: T
ightning Thief | Dave Mah, Animator | Ryan Lim, Concept & Creature Artist | Richard Sur, Lighting TD | Julien Stuart-Smith, Look Development | Jeffrey Burt, Lead Layout Artist | Piranha | Lon Molnar, Visual Effects Production Executiv
hristopher Buzon, Tracking/Lighting | The Princess and the Frog | Claudia Keene, Key Assistant Animator | Rango | Cedric Lo, Lead Animator | Scott Jones, Creature Lead | Kieran Tether, Digital Artist Red Dead Redemption Josh Lange, Sen
nimator Rio Graham Silva, Character Animator | Rock Band 3 | Mike Krentz, Artist | Scott Pilgrim vs. the World | Joel Meire, Animator | Shrek Forever After | Javier Solsona, Character Technical Director | Tom Piedmont, Rotoscoper | SpongeB
quarePants | Andrew Overtoom, Animation Director | Star Trek | Teh-wei Yeh, Digital Artist | Nicholas Markel, Previsualization Supervisor | Kieran Tether, Digital Artist | Aruna Inversin, Digital Compositor | Star Wars: The Clone Wars | KahJe
heong, Cloth Simulation Artist | Jim Hatibarua, Animator | Ivy Ho, Lighting Technical Director | Cedric Lo, Animation Supervisor | Brandon Chien-Chia Huang, Animator | Starcraft II: Wings of Liberty | Alvaro Buendia, Cinematic Artist | Suc
unch | Ben Dishart, Senior Surfacing Artist | Jeff Tetzlaff, Model/Texture Lead | Tuba Yalcin, Effects Technical Director | Jeffrey Burt, Lead Layout Artist | Ferda Guray Ayaokur, Track/Matchmove Artist | Tangled | Lino DiSalvo, Supervising Anima
WATCHED A
BLOCKBUSTER LATELY?
THEN YOU'VE SEEN THE WORK OF VFS ANIMATION & VISUAL EFFECTS GRADS
ROLAND VALLET
TAMIR DIAB
PEDRAM DARAEIZADEH
WILL TOWLE
HENRY SOUTH
HARRY POTTER
AND THE DEATHLY
HALLOWS: PART 2
DIGITAL COMPOSITOR
JOSHUA HERRIG
DAVID YABU
LEAD ANIMATOR
DAPHNE DE JESUS
TRANSFORMERS:
DARK OF THE MOON
ANNA TONRUNGROJ
JAMIE BOWERS
RICARDO GOMEZ
CG ARTIST
LOUIS COX
STEPHEN KING
MATCHMOVE TD
HENRI TAN
CHRYSTIA SIOLKOWSKY
CHARACTER MODELER
ROTO ARTIST
CEDRIC LO
LEAD ANIMATOR
THE ADVENTURES OF
TINTIN: THE SECRET
OF THE UNICORN
CHELSEA WHITTET
NUNO NISA PEREIRA
CAROLYN WONG
KIERAN TETHER
DIGITAL ARTIST
BRIAN ZHENG
MODELLING ARTIST
JOOYONG LEE
ROTO ARTIST
ANIMATION SUPERVISOR
SAMSON WONG
SARA HILMARSDOTTIR
RAPHAEL SANTOS
DAANISH WAIN
COMPOSITOR
EFFECTS ARTIST
AMY LU
MATCHMOVE ARTIST
HUGO
BIREN VENKATRAMAN
ANIMATOR
ANIMATOR
ANIMATOR
LIGHTING ARTIST/TD
BILL WATRAL
AARON GILMAN
SENIOR ANIMATOR
BRAVE
RICHARD SUR
JOSH LANGE
INTEGRATION ARTIST
ANIMATOR
ROTO/PAINT ARTIST
GEETA BASANTANI
DIGITAL COMPOSITOR
PREVISUALIZATION ARTIST
DIGITAL PRODUCTION ADMINISTRATOR
CEDRIC LO
ALAN FREGTMAN
RIGGER
LIGHTING LEAD
JUSTINE CODRON
CHAD MOFFITT
PREVIS ANIMATOR
PREVISUALIZATION SUPERVISOR
JELMER BOSKMA
YUTA SHIMIZU
THE AVENGERS
LEAD ANIMATOR
NICHOLAS MARKEL
MIKE RHONE
LEAD ANIMATOR
HENRY PENG
SOFUS GRAAE
TEXTURE ARTIST
RIGGING LEAD
CG MODELER
CHUN-PING CHAO
REX FANG
CAMERA TRACKER
SERGUEI KALENTCHOUK
BORAE CHO
PIPELINE DEVELOPER
LIGHTING TD
LIGHTING TD
KEVIN MAH
ANIMATOR
MATT WEAVER
STEPHEN KING
JOHN ISKANDAR
NICK CRAVEN
Jessica Chan, Animator | John Wong, Animator | Serguei Kalentchouk, Character TD | The Twilight Saga: Eclipse | Shawn Walsh, Visual Effects Executive Producer | Brian Harder, Creature Rigger | Veronica Marino, Matte Painter/ Composito
obert Bourgeault, Lighting Lead | Ori Ben-Shabat, Compositor | Jacob Curtis Miller, Lighting Artist | Derek Stevenson, Matchmove Lead | Thor | Daphne De Jesus, Roto/Paint Artist | Anna Tonrungroj, Roto/Paint Artist | Eric Petey, Animat
CG| Transformers:
STUDENTDark of the Moo
nd Rigging Lead | Rex Fang, Animator | Kristin Sedore, Senior Lighter | Toy Story 3 | Daniel Holland, Sets Artist | Tristan Ikuta, Simulation & Effects Artist | Bill Watral, Additional Simulation & Effects Artist
erguei Kalentchouk, Rigging Lead | Jooyong Lee, Roto/Paint Artist | TRON: Legacy | Craig Calvert, CG Supervisor | Brenda Li, Roto/Paint Artist | Jose Julian Karam Lopez, Digital Compositor | Christopher Ahrens,AWARDS
Lighting Artist | Alberto Lander
Digital Compositor | True Grit | Tom Piedmont, Roto/Paint Artist | Uncharted 2: Among Thieves | Mike Yosh, Lead Animator | Up | Bill Watral, Visual Effects Artist | WALL-E | Daniel Holland, Production Artist | Bill Watral, Effects Artist Mark Shir
ayout Artist | Warhammer 40,000: Dawn of War II | Nathan Hocken, Lead Animator | Ian Cumming, Senior Artist | Claire Roberts, Artist Christine Hubbard, Artist | Allan Dilks, Artist | Watchmen | Shawn Walsh, Visual Effects Supervisor | L
Molnar, Visual Effects Supervisor | Sean Lewkiw, Technical Head of 3D | Ty Duperron, Modeler | Pearl Hsu, 3D Artist Matthias Lowry, Digital Compositor | The Wolfman | Karin Mattsson, Animator | Joshua Herrig, Lighting Artist/Look Dev Ar
Zombieland | Mike Rhone, Visual Effects Artist to name a few. A small selection of VFS Animation & Visual Effects alumni credits include | 2012 | Zeke Norton, Previsualization Supervisor | Jamie Bowers, Texture Artist | Christine Peters
Digital Compositor | Anuj Patil, Senior Technical Director | Alice in Wonderland | Ken Kaiser, Animator | Veronica Marino, Compositor | Phan Wiantrakoon, Animator | John Iskandar, Visual Effects Artist | Jacob Curtis Miller, Digital Artist | Ge
asantani, Digital Matte Painter | Andrew Lawson, Character Animator | Assassins Creed: Brotherhood Zack Mathew, Animator | Wilson Mui, Team Lead Animation | Avatar | Michael Cozens, Lead Animator | Tamir Diab, Technical Directo
atrick Kalyn, Animator | Chrystia Siolkowsky, Motion Editor | Ben Sanders, Animator | Alfredo Luzardo, Layout Technical Director | Aaron Gilman, Character Animator | Jami Gigot, Texture Artist | Bioshock 2 | Jacob Palmer, Animator | Bo
2010, 2011
urgers | Tammy Dubinsky, Animator | Nathan Keane, Animation Effects | Jake Biberdorf, Animation Supervisor | Coraline Brian Demoskoff, Animator | The Dark Knight | Gia Sadhwani, Digital Effects Artist | Freddy Chavez, DMR Composit
2012
ietro Ponti, Lead CG Lighting Artist | Dead Rising 2 | Fredrick Fass, Animator | Dead Space 2 | Wayne Gonsalves, Environment Art Lead | Despicable Me | Justine Codron, Lighter | District 9 | Neill Blomkamp, &
Director/Co-Writer
| Shawn Wal
isual Effects Executive Producer | Samson Wong, Matchmove Artist | Robert Bourgeault, Lighting Lead | Richard Sur, Lighting Technical Director | Paul Copeland, Visual Effects Artist | Julianna Kolakis, Creature Texture Painter | Jelmer Boskm
Modeler | James Stewart, Creature Supervisor | Derek Stevenson, Matchmove Lead | Drag Me to Hell | Thomas Schelesny, Visual Effects Supervisor | Dragon Age II | Nathan Zufelt, Senior Cinematic Animator | Family Guy | Michael Lo
toryboard Artist Fast Five Rommel Shamoun, Compositor | Anthony Di Ninno, Animator | Fringe | Bob White, Visual Effects Artist | Scott Dewis, CGI Supervisor | Futurama | Claudia Keene, Prop Designer | Gears of War 2 | Scott Dossett, Sen
SCHOOL
OF
THE YEAR
2.75
Andrius Balciunas
3D Character Artist
Gallery
Gallery - 10 of the best
images from around
the world!
Matt Chandler (3dsmax) and Mike Zugschwert (Maya) conclude our FX,
Particles and Dynamics series with the creation of flocking birds.
In the final part of our Character Production series, Rodrigue Pralier and
Anto Juricic teach us how to create realistic renders of our old guys.
Andrew Finch continues to build upon his environment and shows how to
apply base textures in the latest part of his UDK Submarine Pen series.
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3dcreative
A custom brush can add that special texture or help speed up your workflow. You can use a combination of custom
brushes to quickly add cracks, dirt and scratches to textures or images, or use them to paint an underlying texture such as
skin, cloth, leather and metal to a section of a painting. In this tutorial series our artists will show us how to create different
custom brushes to texture a character. This will involve them starting with a basic un-textured character that they have
designed, and then demonstrating how to create brushes to add areas of texture and detail.
Introduction
This aim of this tutorial is to create a custom
brush that can be used to add scales to a
creature of some description.
Before we go on to deal with the task of creating
the actual brush, there is the issue of designing
the monster. As there was no criteria or a brief
to work to, I decided to start doodling and see
where my brush took me. I didnt have any
preconceived ideas prior to starting, except
that I wanted to avoid a bipedal animal as I had
recently painted one of these and thought a
change might be interesting.
The problem facing a custom brush specifically
started to sketch.
see in Fig.01.
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curved stroke.
left with the Angle Jitter set to Off. You can see
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mechanical.
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Richard Tilbury
Web: http://www.richardtilburyart.com
Email: ibex80@hotmail.com
Introduction
Hi there! My name is Ken Barthelmey, and I am
a 22 year old freelance illustrator and concept
artist. I am very happy to have the chance to
explain to you how I created my picture New
World. I love to design characters and creatures
from new and other worlds that havent been
discovered yet and put them into the right
surroundings, so that it looks like they could
really exist. You can find more about my works
on my website: www.theartofken.com.
In this Making Of, I will show you the
development of the creatures, from the sketches
to the final picture. It was my goal to let the
picture appear as realistic and authentic as
possible. For the environment I used several
(Fig. 01 02)!
composition.
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Making Of
New World
(Fig.09).
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collage.
Highlights
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Making Of
New World
opacity slightly.
Texturing
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Closing Words
Ken Barthelmey
Web: http://theartofken.com/
Email: info@theartofken.com
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Interviews
Jerad Marantz
Articles
Tutorials
Weapon Design
Chapter 2: Tripod Mounted Weapons
by John Park
The Six Realms
Chapter 4: Desert Realm
by Tuomas Korpi
Cartoon Creation 101
Chapter 2: Pirate
by Brett Bean
Custom Brushes for Characters
Chapter 2: Red Indian
by David Munoz Velazquez
Making of
Galleries
Subscribe
The Exchange
by Eduardo Pena
The following shots of the The Exchange book pages are featured here in full-resolution and can be read by zooming in...
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simon@3dtotal.com
Lead Designer > Chris Perrins
chrisp@3dtotal.com
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