Showing posts with label Custom Playmats. Show all posts
Showing posts with label Custom Playmats. Show all posts

8 March 2017

Cardfight Vanguard Custom Playmat. Dimensional Police Blueprint


 You get used to doing things a certain way. Sometimes things come along that force you to stop and look a little differently. Today we rotate 90 degrees to look at my first mat in a portrait aspect. 

Not so Brief.

Super robots are tall. Something of an understatement but accurate. The point is if you just want one on the mat your either going to end up with a lot of free space around it on a typical horizontal mat.

You could always cut the lower half off. make the top the focus and fill the mat with a flashy dynamic pose. No, not what your after?

Let me think about this then. Hmmm. How about doing the mat vertically? Bear with me you want the whole robot on the mat right, well he's pretty rectangular and mats are rectangular so if you turn one of the two 90 degrees both will match up right, you can fill the mat completely.

You want it to look like a blueprint? OK, even better, a skyscraper would be doe this way too right? I don't want something too static though, how about making it an exploded diagram? You know so we can see the inner workings. Yes? Cool.

Mass Production Type.

You want to know something else about Super Robots from card games? They tend to be low on reference material and/or high resolution images. finding reference got so bad I even watched the episode of the cartoon this guy shows up in and there were still parts of the body and more importantly aspects of the transformation mechanism I wold have to make up. It's a good thing I know my transformers.

As for the design itself there was a lot of revision. Getting the angles and perspective right took some time. it's exaggerated further in this image but the main way you make something look tall is to place the viewer close to the bottom of the page looking up. this has the effect of lengthening the legs and shortening the torso, a useful trick for both robots and humans. The bigness is further emphasized by placing a silhouette of a person in the image. as humans we know how big people are instinctively placing one beside the robot helps describe scale. other scale popular scale animals include birds and fish.

If the pose looks familiar I thought it would be cool to have a nod to a previous mat. Place them next to each other and they can have a pointing contest. not that Starcream would be happy about it.

The hardest part of the process though was that blank mats being as they are, blank, meant that in another twist from normal I was going to have to colour everything but the lines. Worse the bulk of the colouring would be limited to a single colour. I was just going to have to go vey carefully, it quite tricky to make something white again..

Near the end I added the boxes of darker blue to push certain areas back giving the image more depth. the leg on the right does stick out a bit but I wanted to make doubly sure. Plus it breaks up the large aeas of the same blue. Text and symbols were added to tie the mat as callbacks to the original card.

And Finally.

Something else I discoved while working on this project? its quite difficult to photograph a mat this way around without losing detail somewhere so apologies for that. It was a fun challenge, working with shape to create line is something I enjoy, the whole vetical thing though? Probably best saved for situations that really need it.

Next time, things stay this way up, but get rather a lot smaller.


Update  

I found the scan I made of the mat so heres a better angle




14 October 2016

Daenerys Targaryen and Dragons: Maureen Custom Game of Thrones Playmat Sketch Flowchart



Over on my Facebook page (Here) I recently released an image a day showing the process of coloring my latest mat. So since I've already covered that lets do something a bit different

How about showing how the final sketch came together, using the medium of flow charts and annotations.

Warning it's going to be a big image and you will likly have to zoom in.


There was much use of a lightbox involved in this process. Without it I dont know if i could have added this much detail so its a very useful tool to pick up if you dont have one.One of the modern thin LED ones I mean, the old fashioned ones could be a bit bulky to move.

One of the other neat things to come out of all this is I got a new logo out of it, the wonders of the design process!

That's all for today, see you next time.

29 August 2016

Refreshing a Custom Playmat: Persona 3 Nyx Mat


Chances to upgrade a piece of art don’t come along that often. After all by the time anyone gets around to even thinking about it your probably several hundred years dead. On the other hand Playmats are art that has to withstand the rigors of constant use, occasionally they may require a bit of a spruce up. Thats going to be the topic of today's post as we take a look at what was involved in refreshing the Persona 3 Nyx mat..

Four years in the breaking

It's been a while Persona 3 Nyx mat, how've ya been? Bearing in mind I had no idea about sealing mats at the time I think it's done well for 4 years of use. What we are seeing is that the colours have faded slightly and there is understandable wear around the edges, both from use and living loose in a bag.

A tiny bit the worse for wear but overal you've done well soldier

It's the black thats faded the most. Which is interesting since usually its the paler colours that are the first to go, must have been something to do with the fact I was using two different mediums. That aside the most striking change is the loss of that vibrant neon.

Here's a little secret though. This image, the contrast has been pushed up to make the blacks darker and the image easier to read, the original was never quite this dark in the first place. Why push the contrast so much? Well you see at the time I didn’t exactly have all that decent a camera and it helps to offset the low resolution. That said with this refresh I'm hoping to get the mat up to this level of colour at the very least. Think of it as finally matching the original vision. First though we need to know why the mat looks as it does not after four years.

Why do things fade? Well there are two main reasons.

Reason one: Wear.

Want to see what a mat looks like without its backing? Any mat thats is, even the printed type? Heres a pic.

Best not to ask why I have the fabric of a mat and not the rubber under-layer. There was an experiment...

Yup its essentially just a bit of fabric, not a particularity thick piece of fabric either and yet one that has to withstand all the card flicks, elbows, greasy fingers, and rubbing from other objects in a bag that occur during a mat's life. It would be like if you only had one tshirt, You wear it wash it then put it on again, over and over for four years. What happens to any images on it or the seams and edges?

Thats right Wear, Luckily unlike clothes the rubber backing of a mat keeps it from falling apart we still have to deal with wear to the image though.

Reason rwo: light.

The sun is trying to kill the colours.

Over time light breaks down the pigments, less tiny pigment particles less colour on the human eyes scale. This is more like a river carrying away the individual particles ,with less of them left behind its impossible to be as bright as before the river appeared.

On the plus side unless you leave your mat on a windowsill while your not using it light is less of an issue. Also gaming stores aren’t renowned for their sunroofs.

On this mat what we are seeing is mainly a wear issue. I can feel the fabric isn’t as thick as it used to be and there are more frayed fibres around the edges. One of the things we will be looking to do near the end of the process is to bulk the mat back up a bit.

Beyond that it's a straight re-colour.

Well it would be but I've come a long way in four years, I think we can do better than that.

The reunification.

In this image I'm about halfway done with the refresh.

There are a number of things that still need fixing.

You can already see things have begun to tighten up. If I was to draw a graph showing level of detail over time there would definitely be an upward trend, I guess thats what you get with practice.

I've been removing as many Tangents as I could find, we've covered this before but to recap. Tangents are where lines meet and form shapes they shouldn’t and in doing so they confuse the viewers eye. In this image for example the way the bow, spear, and Nyx's dress interact caused some confusion originally, at least I wasn’t happy with it at least. Theres still a bit to do to work them apart but you can see the beginnings of the refinement of each object and my atempt to move them apart..

Another thing we can do to improve readability is make sure that dark edges are followed by light areas and vice versa. There are a lot of very small details on this mat, for example the gold spikes, and we can increase the crispness of their edges without putting a black line around them if we use this technique. I've also changed the lighting, on the original I use a grey to shape the black clothes of the characters but if the moon is the primary light source then doing so leads to confusion, where is the light coming from to make their backs lighter than their sides? Just fixing this makes the figures feel much more a part of the rest of the image.

Finally I've begun darkening the edges of the image in order to create an oval of darker colour. This pool into witch we are drawn should help to keep the viewers eyes within the bounds of the image where before with all the figures at the edges it could be quite easy for the eye to wander out.

At this point I'm not sure if I want to outline the everything or not.

0.3 to 0.8

I've outlined the everything.

I'm not sure which I prefer this or the top image.

Had to in a way. Ceaser is all grey, at some point near the edge of a surface your going to need to go darker to create the outline and once you've done that then you start thinking 'well lets just see what the guy next to him would look like' and it's all a bit of a snowball from there.

What I didn’t want to do however were boring lines that were all the same width, you know like I did the first time around because I didn’t have four years more experience. So keeping the Rarity mat in mind I set about outlining everything, making sure to vary the pressure of my stroke. To make doubly sure I went back and added even more thickness to certain areas I wanted it to be really obvious. Then I got an even thicker brush and drew big black lines around the characters.

But that was too much so I undid most of it.

I'm glad I did add the line-work in the end, not only does it make those areas that had lines originally more dynamic but it really helps to make the character pop.

I've been talking about techniques to sharpen the image for a bit now so I guess it's past time to mention colour.

Colour me unsurprised.

In the original image the sky is something of a teal, one I no longer have access to. This turns out to be less of a problem than it seems since the moon is green after all and as I boost it back up to its neon glory I'm naturally drawn to blending out from there using greens rather than teals anyway.
I want to bring more of the blue from the dress into the left of the image as the right is a bit heavy with it so start to tint the greys with a blue shadow. Th blue Itself has held up well over the years, theres no real surprise there its what blue does. Still I want to add in some dynamism so work the dress up to a darker shade and blend out to create folds in the fabric

In the same way I want more blue on the left, the areas that were red and orange before are all now shades of one colour to draw your eye from left to right. There's a nice curve there I think it should be used. Equally the yellows are better matched now, I really wanted to cut down a bit on the number of colours involved, less can be more after all and if it helps strengthen the overall image all the better.

I debated weather or not to add purple clouds. It would have had a nice contrast to the green but theres no taking that back, the sky isn’t really the focus anyway so had I not liked it I would have been stuck with at best very dark green clouds.

Just to add to the eeriness factor I've left Nyx's face without shadows, clearly she can self illuminate somehow – perhaps she is a nightlight. I also altered the smile and reshaped the head. It wasn’t that far off before but you should have been able to see more hair on the right and now she looks like she's enjoying herself more.

Deepen the blacks on Nyx. For obvious reasons we do the black last (hint we don’t want to be trying to put yellow over it) lets also sort out the boot on the right not sure what went wrong there but its not the same size as the one one the left even if you cant see most of it. I could go darker with the wings but as we have learned we want things in the background to not be as bright/strong.

Bring in some green shadows and highlights to tie the figures and the sky together and we are done. Not quite the same style as before but possibly closer to the original anime intent overall, especially on the humans.

Next up lets do something to keep this mat going for even longer than four years.

CFC Free.

With the colouring done its tim for detailing.

Not as in adding detail, more the polishing a car up to make it look as good as it can.

Here that involves:

Trimming any glaringly obvious frays: Being fabric we don’t want to go to crazy it might un-knot.

Painting the sides of the edges of the mat: if it's green at the edge we don’t want to see white over the lip.

And adding an undefined number of layers of sealant.

This last point involves a spray so you will want to do this outside in calm dry weather. Here I've gone with a mat sealant, mat as in not gloss rather than specifically for mat's. As I mentioned earlier I want to improve the mat's thickness so it takes a fair few coats to bring it up to where I am happy with it. Adding the sealant helps for three reasons. First it locks in the colours, second it takes the wear before the mat itself and third a decent sealing product will have some form of UV protection or be lightfast in some way.

Basically it helps slow the process of ageing.

For art that is, I advising against any attempts to use it in any other way.

Once this is dry your done and ready to once again take to the battlegrounds.

...

I just wish I had a blacklight, see one of the ways I got the brightness back up was to use glow in UV colours. It woulds be nice to know if the sealing process turned them off or not.

Obviously thats a story for another time, until then remember art isn’t ever a finished thing theres always room for a refresh.

Although I'm not sure how I would feel about someone else messing with my art 100 years form now.

16 May 2016

Jiraiya Custom Playmat / Colouring Line Work

Last time we focused on line art and a number of ways to make your lines more dynamic and interesting. We continue where we left off, with the lines set out on the mat itself and ready for what we are going to be talking about today, how best to go about colouring.
But first, a slight rewind.

Before we dive into colouring I just want to mention our starting point this time around. This image should have been the final sketch before moving onto the mat proper, it's the one I sent to the person who asked for the mat at least, all the elements are there but after moving from pencil to pen the fact the proportions of the body are all over the place was bothering me. A large stack of revisions later and Jiraiya is looking more human, more 3D, and ready for prime time.


There are many ways to check to see if your design looks right, from mirroring and flipping to changing the media your working in. It's best to figure that out before laying the lines out on the mat though, since theres no going back after you have.

Which is one of the reasons I tend to leave any lines until last. Something that may have happened this time had I not done the Rarity mat just beforehand.
Line and colour don’t mix

That heading is misleading, lines and colours do mix thats sort of the problem and another reason I tend to leave lines until last.When we do decide to start with the lines we have to understand how the two are going to interact or find ourselves having to waste time redrawing the lines at the end.

If your anything like me your going to be using Fine-liners for the lines. Brushes are great for large areas of colour but for complex designs or small details you want control and crisp spread free edges. There are plenty of options for this phase, sharpies will do the job if that's all you have access to but I prefer to have access to a verity of nib sizes so use something more specialised.

The main thing to make sure of is that whatever you use is going to have some resistance to water and wear, a players palms resting on the mat is a good example of both.

What you wont be able to do is find something that resists water and the colours we tend to use. Sharpies for example will resist water but not wear or other sharpies.

We still need to know how the colours are going to interact with the lines so heres a handy picture.


Different colours have different quantities of pigment.

The light colours: Yellows, Pastels, etc,
Have the least pigment so if you brush them over a line they are the least likely to cause it to fade or spread. That doesn’t mean you get a free pass yes you can be less careful but press too hard or build up too many layers and not only will the line spread it will be really obvious and is the hardest to fix.

The Mid colours: Most Reds, Orange, Greens.
With more pigment comes greater risk one pass could be enough to cause spread and it could be quite a distance, worse these colours are still light enough that its going get noticed.

The Dark colours: Blues, Purples, Black, some dark Greens.
Spread becomes less of an issue as you get darker as your not going to see it. That doesn’t mean you can relax though since these colours introduce a new problem, Fade. If anything Fade is worse than spread since you can hide that with darker colours, Fade on the other hand is essentially the colours removing the lines you spent all that time on earlier sure we can go over them again but with care we shouldn’t have to.

The other issue should be obvious, if we are using black next to a black line we probably don’t need the line in the first place, or if we do, we need to make sure there is a gap between the two.

Which leads neatly on to the next section how do we do that? And more importantly avoid Spread and Fade in general?

It helps to have good eyes and a steady hand, or a magnifying glass and patience.


Here's a look at an early stage of colouring. While technically an anime inspired mat Jiraiya's design is inspired by kabuki and I'm quite interested in getting a more traditional Japanese art style into this piece. I didn’t take it quite that far in the end but after looking at the legs and red areas I did decide I preferred gradients over flat shading.

Anyway your here for tips to avoid damaging the liens so moving on. You can see in this image the green areas currently leave a slight gap between themselves and any nearby lines. We know this light green wont Fade or Spread the liens that much but when we are blocking the design in quickly we don’t want to take any chances especially around those thin lines.

The red on the other hand runs right up to lines. Here I have figured this material isn’t going to change much over the course of colouring so have spent the extra time getting it to a more finished state. You can colour as you like at the center of the space but as you approach the edges your going to want to use the way the red spreads to your advantage, you don’t need to go up to the line to get the colour there it just takes some practice to judge the distances.

Even so you can still see how reds tend to cause Spread in the corners with the most black ink. Luckily the corners are probably the places you want darker reds anyway but we will have to do a bit of a cleanup later.

Using the enemy to your advantage.

While we want to avoid the lines spreading or fading there are some times you are going to decide you no longer want a line where it is. Thats a bit of a problem when you want them to be permanent but there are a few things we can do if we need to.

We have seen the first way to remove the line already. Just cover it with a similar colour and it will go away. Ok now you have a large black splotch rather than a line but at least its gone and if you have planned it right the splotch looks natural where it is perhaps its part of a shadow. (you can see I have used this method to reshape the lower body of the large red frog)

But what if it doesn’t look right?

The next method takes things more scientifically, we want to use the buildup of pigment to fade the line but we also need to know how lighter colours can sometimes overwrite darker ones. In this example we cover the line with a deep blue until its faded enough to no longer be visible then use a lighter blue to cover that. We can do this because the lighter blues tend to have as much pigment as the darker ones. They wont erase lines but they will erase darker blues (which is why its easier to blend from light to dark blue than the other way) With a lighter blue in place next we can blend into other colours we have to be a bit careful it doesn’t all go muddy brown but if we really need to change things this way will do the job.

Next time a look at digital design, until then try an stay inside the lines. 


2 May 2016

MLP Rarity Custom Playmat


The one thing I said I wouldn't do right at the beginning of all this was to make black and white mats. At the time I perceived it as a way to set myself apart from everyone else, a commitment to always do full colour.

So what do you do when someone asks if ou can just do the lines for them because they want to colour it themselves?

Like they say, rules are meant to be broken, and sometimes doing the thing you said you wouldn't can improve then things you said you would. 

I'll be going into more detail about that next time. Today since the opportunity present its itself I'm going to go over the basics of working with lines, mostly simple steps you can take to make an image more dynamic, like last time the majority of this post will be explained through images.

...


Funny how discussing lines has led to a lack of colour in this post.


As an aside you may wonder why I went with this style over the previous one. There are two reasons. The first being that as a mat based on cartoon horses I'm aiming for a certain flatness from the style and secondly while the light source as I imagine it is in the background dead center thats not necessarily how the person coloring it is going to perceive things.

Also the vanishing point is somewhere way off the page to get the diamonds to look right so there's that.


At the office once we were set against one another to imitate someone who was no longer there's style. No one won, we pick up quirks as we steal techniques and work towards our own style you can get close but I guess to an art director the differences are glaring.

The fact I was a programmer at the time  probably didn't help my chances.


0.05's are actually thinner than the mat material threads or near enough, you have to be careful because the texture is going to throw the neat lines your trying to draw off.

next time we move from the basics to how being forced to take the path untraveled helped with the next mat. No more horses for now, no next time its all about coloring frogs.

Until then, I wonder how all these images affect google hits.


11 April 2016

Winged Kuriboh LVL10 Custom Playmat


 It's rare that someone comes to me knowing exactly what they want, today's mat is one of those rare cases.  Text this week is going to focus on expanding on ideas covered in the images.

... 

(Conversation shortened and dramatized for added drama)

'I want that one.'

They were looking up at where the Majora's Mask Mat hung from the ceiling but that's not exactly what they meant. 

'That design, but with Winged Kariboh LVL10 on this side.' They waved in the general direction of Link and the tree I waited, it seemed best to let them finish.

'Then over here Winged Kuriboh's going into lighting and Kuribandit's coming out.' They looked up at me expectantly I had to ask for more detail. This wasn't your typical briefing.

I managed to get a more detailed description. They liked the design of the Majora mat so it seemed only natural to them that they should be able to get the same design but with other characters. Well I wasn't going to say no to a challenge even if it wasn't something I had ver though about doing before, the first step would be to look at the characters I had to work with and see how they matched up with elements of the Majora mat.


The main question was how big to make LVL10. The size I settled on flips the weigh of the image keeping the underlying design but mixing things up so it's not just a carbon copy and also means that there's going to be a guaranteed level of detail even if we do loose one wing off the page. 

Another question is how small can I make the other characters Ive got to tray and get eyes on all these puffballs.

With the initial sketch sorted its onto digital colouring, something I've been doing more of lately since it clears up things like where the light source is before I get started on the mat propper.


Like last times My Little Pony Mat this mat sees me trying to implement things we all know at an instinctive level but that can be hard translate into art without someone actually explaining it to you. Here I wanted to make sure the sea faded into the distance. It's funny how the sea ended up being a very similar colour to the hill in the Majora mat, I hadn't meant to make that connection it was just the way things developed.

With the colour sketch sorted it'd a skip ahead to the final mat.


If you look back at the Blue Eyes Ultamate Kariboh Mat and compare to this it's very obvious how far I've come in terms of both coloring and drawing small characters. Turns out that hair is one of the easiest things to get right this way. Even more helpfully it works just as well at small scales as large so you can get a lot of detail in without relying on outlining the image.

The tree got transplanted to the other side of the mat. it was apparently an important element to keep and while it would have looked odd growing out of the water it serves quite well at joining the top and the bottom of the image together on the left side. I wouldn't have kept it but again they were very clear on what they wanted and I do like the way it ended up

An interesting question is: Had I not had such specific instructions how different would the design have been? It's possible I would have done something that was more of a callback to the Blue Eyes Mat. There were also a number of early sketches that focused on a more aggressive pose for LVL10, we could have seen something more flight orientated.

Next time I look at something a bit rare, until then remember new designs can come out of existing ideas.





29 January 2016

Vaporeon Friendship is Magic Custom Playmat: A Look at Depth of Feild



Today I'm going to look at the Vaporeon Friendship is Magic Playmat and talk a bit about something I seem to have managed to avoid having to use on most of mat mats, depth of field.

Field zero:

The mat came out of nowhere and initially I was slightly sceptical, what was I going to do with a set of instructions like these?

Main focus Vaporeon – Ok fair enough, I can do Pokemon mats.. Vaporeon
My Little Pony characters – Um, not where I was expecting this to go but ok.
Rainbows – I don’t think the weather conditions have ever been a requirement before.
Unicorns - ???
Pink, lots of it – I'm sensing a pattern here.
Its a present for someone under 10 – That explains a lot, ok so if it wasn’t obvious from the fact its a Pokemon mat lets keep things family friendly.

In my head I was drawing a blank, Vaporeon was there smiling at me but what were the ponies doing and how do you fit a load of rainbows in?

Rainbows, rainbows... well I can't just have them appearing for no reason so how do they appear in real life? Rain obviously, and waterfalls, well Vaporeon is a water type so... hot springs episode?

Ok lets do this.

Field one: 


We will start things off just after drawing the final design onto the mat. In terms of the colour scheme I'm initially thinking pastels so lets start lightly shading the areas that are definitely going to be in shadow.

I've been doing much research lastly and one of the things I noticed was that I seem to have gotten away with not having to do much in the way of depth in my mats, especially the older ones or those with patterned backgrounds. While it wasn’t one of their requirements I have added:

Attempt to create a sense of depth.

To the list of project requirements. I'm going to do about that in two major ways the first comes at the design stage and explains the pink grid over this image.

The first thing we need to work out is were the horizon is, for the sake of simplicity lets say its the red horizontal line at the center of the picture but it could be at any height, if it was one of the lower red lines the it would seem like we were looking down at the scene conversely the higher the horizon the more it will seem like we are looking up. I would say the real horizon in the image is about where the shortest line just above the central one is we are almost looking straight on but not quite.

Next you want to find the vanishing point. It will be somewhere on the horizon the point in the image where all the diagonal lines converge. In this example its dead center but the actual images vanishing point is up slightly and to the left.

With those two things figured out you go about filling the scene, if you want an object to be closer to the observer make it big say Vaporeon herself since she is the main subject. Need to make it look like something is distant make a bunch of them getting progressively smaller as they get nearer the vanishing point, there are three sizes of tree in this image the large foreground blue ones the medium mid-ground orange ones and all the tiny ones in the background. This is how we trick the brain into thinking the objects in the image exist at different distances when really its all just a bunch of lines.

Field Two:


It's not just scale the brain uses to work out distance it also relies on the intensity of the colours.

What would you say was closest to us in this image? The tree on the left and flowers on the right most likely. On the other hand the brain expects the stuff in the distance to be lighter more washed out or hazy.

Which is somewhat convenient for game developers when you think about it, imagine if they couldn’t get away with lowering the level of detail and texture quality as the distance from the player increased.

If your eyes are really good you might even notice that I'm halfway through colouring the image and have already drawn in everyones eyes. If I'm going to colour the image like this example though the pastel idea is somewhat out the window, but then I don’t really like leaving white space anyway.

Field Three:


Initially the blue trees all had quite stark white highlights but I'm gradually replacing them with light blues since the the closest objects should have the highest amount of colour in them anyway.

The trees aren’t just the foreground they also serve as a boarder one I have extended across the top of the image using a darker sky colour. The end goal being to give the impression of a tunnel or the sense your being draw inwards, we don’t want the eye escaping

Unconvinced by the blue of the sky it;s likely the next thing to be axed, well we do need more pink in the image after all. I've even managed to sneak a unicorn in, which may be surplus to requirements with two of the pony’s covering that base

The only thing that could sink this depth experiment at this point is twilight, she was fine in the sketch but no with the lake fully defined if I draw the water up to her chin its going to look like she’s at the same distance as the trees behind her, if I don’t I have to find something to so with her arms.

Finally for this section this may be a post about depth but that doesn’t mean there aren't spirals in this image, at least two major ones but I'll leave you to find them for yourselves.

Field Four:


Making the sky more dynamic had the added benefit of letting the mountains be slightly darker. Which in turn meant the waterfalls had to be filled in more, to be honest I think its better as it lets the white water around the rocks pop more, after that naturally the rainbows have to get brighter and one thing leads to another and you have a cascade of colour intensity upgrades radiating out across the image.

This has shrunk the space slightly, since the back of the image now seems smaller to us but I'll trade that for more detail and a more vibrant image since we didn’t lose the sense of depth,

The Twilight conundrum in the end was an easy fix I just added a rubber ring. Ok she might have a bit of an issue getting it off but it gives her something to be doing with her pose that the initial sketch didn’t have.

The finishing touch was to make sure Vaporeon didn’t end up looking evil, a concern that had raised its head after revealing the initial sketch. All early evee's have this issue its to do with the fact they don’t have whites of the eye. To avoid the issue I’ve increased the size of the eyes to give a sense of youth and also tried to blend in purples and greens to give them more depth. To really make sure I added massive highlights and flowers, perhaps all the pink was getting to me.

So I think thats about it for today, theres more to talk about but best to keep them for other posts, I think I met the goals I set out for this project, I definitely learner a lot along the way so hopefully going forward you will see more focus on depth.

Next time lightning strikes.

Until then it's more of a mauve.

16 September 2015

Majora's Mask Custom Playmst



This time I’m going to be looking at the various steps involved in taking the initial sketch of the Major’s Mask playmat from initial sketch to something that can be used as a basis for the final piece.

Phase 1. Sketch Up.

Most of the time I will go into a project with a series of small thumbnail sketches to work from. However occasionally its nice to just grab a sheet of A2 paper and start drawing this is a case of the latter. I had a strong idea of what the image should look like in my head so drew out the mat size guide lines at the top and bottom of the page and attempted to recreate that idea on the page.
All that considered the initial sketch turned out relatively strong, there are a number of issues I will discus shortly but on the whole not much changes between here and where the final piece ends up. At least, in terms of technique  things move significantly forward but I’m getting ahead of myself again.

The other thing that I think is worth noting is that this is the only version of the sketch that has shading. Its being used as a bit of a quick and dirty crutch, expressing shapes quickly without worrying to much about creating perfect lines. Having read any of my recent posts where I talk about using light and shadow to create shapes why then worry about how the lines look in the sketch? The main reason is that if I’m going to transfer the image to the mat having crisp perfect lines make things so much quicker, I can always ignore good lines when they are in place but muddy indistinct lines make things more time consuming in the long run.

Phase 2. Colour Check.

In general this is another step that I wont get to until later in the process but since I wasn’t creating this mat for anyone in particular I wanted to make the black and white image more readable and breaking it up with digitally with colour is a quick and easy way to do that. It also gives me a rough guide to how I might want to colour the final mat.
There are a number of colour choices that make it all the way through while others fall out of favor in the intival between this phase and the next. Meaning I put the design aside to concentrate on projects that were more pressing.

Phase 3. Long Time No Sketch.

Some time and much experience later I finally find some down time to do anything I want. Looking through my unused sketches this one deems the most interesting and so the first thing to do if I’m going to work on it is to redraw the initial image concentrating on the lines and fixing some of the more glaringly obvious flaws.
First up the moon isn’t exactly round in the original skect is it. Craters causing bumps aside that’s sort of an important thing to get right, as is the fact that the nose seems to be missing a nostril for some reason.

Next up while I want Clocktown to be slightly wonky and disturbing looking it would be nice if the clock tower was at least a little more symmetrical especially since the face of the clock itself  preferably needs to be round.

The mountains have also changed, I realized that having them pointing all over the place wasn’t helping the flow of the eyes around the image so now they bend either left or right depending on the side they are on.

Finally inspired by the way I’ve drawn the giant I want to go for a style thats a bit more inspired by the current generation of western cartoons so smooth curves and long limbs are the order of the day. Having fixed those things and now with an image whose lines are much more obvious there are still some things that need sorting.

At the end of the day this is just a copy of the original with slightly adjusted lines if anything the level of detail has actually decreased.

Phase 4. Up Detail.

It’s time to flip the image and find more errors our eyes hadn’t noticed before. The first things I notice are that the areas below the town and the size of the moon have to be adjusted. The face of the moon just always felt like it was too big for the size of the moon itself so that got a boost pushing it off the page slightly.

After changing the mountains the grassy area bellow the town just wasn’t working for me anymore so I adjusted it to follow the same curve as the moon. Now I found myself with an image thats made up of a series of concentric circles radiating out from the moon, not really what I was going for but you cant do golden spirals every mat i guess. While I’m undecided at this stage whether the town should be falling to pieces as the moon crashes down it’s clear having the mountains crumble adds a nice touch and helps connect the various circles.

The rest of the upgrade mainly involves adding detail and making as many lines as possible into  S’s (just look at the moon’s face for a good example, especially the nose). This is also the first point in time where Skull Kid’s feet get fixed they should never have been both facing the same way, on the downside I will now need to redraw his hands before I move to the mat because they have lost detail somehow.

Phase 5. On The Mat
The only major changes after phase 4 are that I add in a bunch of craters to the non face section of the moon to make it more interesting and a rather intense fire suddenly appears from nowhere to act as a way to make sure the two sides of the image are definitely connected and to guide the eye up and around the page (and yes maybe to add a spiral back in).

I chose blue for the moons colour scheme in the end since I seem to have coloured quite a number of yellow moons it was a nice change and I figured the darker shades would look more sinister.
Not that Link seems to care, perhaps he’s finally ok with his perpetual groundhog 72 hours.

21 August 2015

Moon Princess Vanguard Custom Playmat Refresh

 
Final refresh for a while. I'm going to wrap this series up by taking a look at the moon princess mat.

When I made this mat originally I think what I was aiming for was an anime style flatness, bright colours, sharp shadows and highlights. Looking back at it now and it just feels like it could have done with greater sharpness, as if I didn't quite commit to making certain areas as bold as they probably could have been.


The main focus of this refresh then was going to be increasing the level of detail and sharpening the edges I was going to keep the colours relatively intact.

Then on a whim I decided to add a black shadow to the beads and things took a much darker turn.
 
And so, much like the other mats in this refresh series I ended up focusing on light and shadow. None of which were particularly consistent in the original, especially since there was a large round yellow light source behind her and it was having no effects on the lighting.

So I recoloured it orange.

That didn't look quite right either and I realised that both versions were having a weird effect on the way the figure in front of them stood out. You see the darker areas were fine, they had nice soild edges that worked well against the yellow, but the light areas had a nasty tendency to blend in. The opposite was also true when things transitioned to the black background, it was all a bit frustrating.
 
So I coloured the moon black.
 
That sorted the problems with the light areas (brought them up quite nicely in fact) but still left me with the problem of sorting the feathers on the black background.

At about the same time I decided the main light source would be above the princess (It's probably slightly in front of her too). this way I wouldn't have to mess around too much with the light on her hair and it also meant I would have more solid understanding of where shadows and highlights would need fixing, dont wing it is what I'm saying figure out your lights first.
 
With this all sorted I could get on and finesse the wings, adding a white line to the lower edge and generally chopping them about until they looked a little more like they were all about the same size.

I dyed her hair black which was interesting because then the outlines ended up being a light colour and that's not something that's really happened before and its an interesting effect that I might what to try elsewhere. I straightened the sword because even though the bulge in the original image is due to scanning it still want totally straight, changed the way the shield's mirror works and then realized something was still missing.
 
So I coloured the moon white.
 
Not an especially easy task but luckily the underlying layers still remembered they had originally been yellow, if they had been black to start with it would have been much more difficult.

Final touches were to tighten up all the line-work and the edges  then smooth out the transitions between colours. Somehow I had gone from cartoon shading to gradients almost without realising still I definitely think prefer it this new way especialy the way the princess seems to stand out more.

The last thing I considered was adding card zones, but then I thought 'for which game?' I'ts probably best to leave it as it is and let whoever may eventually want it decide if they want something specific.
 
Next time another moon, just a decidedly less friendly one.


17 August 2015

Lightswprn Playmat Refresh Steps 1 to 5




Originally posted on my Facebook page over the course of a week this post collects all the text and images together into one place. I'm going to leave the text as it was written to maintain the feel of progression.


Monday

This week I'm going to be refreshing the Lightsworn playmat and I thought it would be interesting to show the progression from original image today to however it ends up turning out on Friday. As such each day there will be an image (or images) plus some text about whats going on or perhaps tips and techniques.


Best to start at the beginning though, so here a pic of the mat as it stands now.
There are a number of goals I have for this refresh and they are:

A: Find a way to push the background into the the background: While I like it, if this was a TV show both the foreground and background would be in the same focus which isnt ideal. What we really want is for the characters to be the main focus so we need to drop the background back a bit, either by lowering the detail or making it less sharp.

B: To remove as many tangents a possible: More on that in the days to come
C: Generally increase the level of detail: we might not want to go too crazy but lets see what happens.
That's it for today, assuming I don't mess it up somehow tune in tomorrow for the next stage of the process.



Tuesday

This week I'm refreshing the Lightsworn mat. Tune in every day to see how it's going.

So where are we at?


Well the first thing I did was give the background a light wash of grey. this knocked out some of the green, evened out the colours across the whole background and started to fade the lifework. However I then realized that all the characters are shades of white so a grey background might not get me much closer to completing goal A.

Next up was to try adding a glow around the characters, you may have noticed almost all Yugioh mats use this trick to separate the monsters from the backgrounds so I figured why not give to a go. Orange / Red were basically the only choices with the characters all being blue and white and the glows being green and it definitely makes them stand out but I'm clearly not quite there yet.

For Goal B I've already identified a number of areas that need adjustment (as seen in the red circles). Places were lines intersect causing the viewer to misinterpret what they are seeing or making it more difficult to read. For example the one in the bottom left, is that an ear or just another part of his robe? fixing these areas will help to make the individual monsters... well more individual.

Goal C is more of a gradual process, I've started increasing the shadows and highlights and noticed there are a number of areas that weren't quite finished. Why for example is there a large empty space under Lumina's arm? (It's possibly a crystal like the one below but doesn't really read as that) There were also one of two small areas of background that had detail but no colour , very odd.
Next time, find out what colour the background ends up.



Wednesday

This week I'm refreshing the Lightsworn mat. Tune in every day to see how its going.

Day 3 and its time to talk techniques.


First though you will have noticed the background is suddenly very red. In an effort to have the outlines match the background better I just decided it may as well be. I have used a gradient though and the heaviest layers of red are applied to the outer edges since I want to try and keep the glow in the center. Once again this has softened the linework, too many more layers and I might want to start adding it back but we will see.

What I mainly want to talk about though is how I've been going around adjusting lines the general idea being that if you have one side of an object that's very bumpy using straighter / smoother lines on the opposite side simplifies and makes things cleaner while not impacting the detail too much. In the lower images which show the beginnings of this the red lines represent parts that have been smoothed while the blue lines show... well the opposite. The green line shows were i have started work on smoothing out that side of the arm by strengthening the white highlight that separates the arm from the adjacent character but still have things to do like add the shadow to the adjacent character that should accompany that line.

Which is the other major thing. This time around like the other refresh mats I'm moving away from black lines defining edges and trying to go a bit more realistic. I'm not going to push it too hard on this one since I still want a slight cartoony look but we will see how it goes.
Having separated the characters from the background the next thing to do is spend a bit mote time separating them from each other, adding more detail and maybe starting on lighting effects but thats for next time.




Thursday

This week I'm refreshing the Lightsworn mat. Tune in every day to see how its going.


Thursday and I'm working my way around the image increasing the detail and fixing problems as I find them. Problems like the area inside the red circle in the lower right image where we have a number of monsters overlapping.

If you go back to a previous image you will see that the arm is behind the hat and the nose of the dragon intersects the arm. Neither of which is right since the dragon doesn't even need to overlap anything and the character wearing the hat is meant to be behind everyone else.
The dragon is an easy fix just shorten his snout and fill the space with the background colour but while I've moved the hat in behind by redrawing the arm slightly i have noticed while writing this post that it could still do with some slight adjustments to make it look a bit less like its connected to the yellow line next to it.

Its been the same sort of work across the whole mat, erasing or moving lines, sometimes just a nudge, others more extensive changes to fix the little things that I didn't see or wouldn't even have considered the first time around and we will see more messing with little details tomorrow, especially the faces..
The other major job before writing this post was to work on the edges of characters. If there was a light edge then I would make sure it was as light as it could be and that the area next to it on any object behind it was in shadow. Similarly if you have a dark edge then the area in the figure next to it will most likely be lighter. Doing this we start to move away for relying on the black outlines to define edges insted we are tying to use how light works.

I also noticed that the background was missing something. There are areas around the edges that felt a bit empty so I started adding in more green blobs. Since the blobs glow that led to bringing up the brightness of the lighting effects something i was going to have to get around to at some point anyway.

Tomorrow sees the final post and there's still quite a bit to be done, we will just have to wait see how it all turns out.



Friday

So this week I set about refreshing the Lightsworn mat. I thought it would be interesting to show the progression from the original image on Monday to the final changed piece today so lets see where we got to in terms of the goals I set out on Monday


Goal A :Push the background back: Well its much darker now and a great deal more even across the whole mat both of which help prevent it from drawing your eyes away from the focus of the image which is the characters.

Still it's nice I didn't lose the detail entirely I had thought I might have to overwrite the whole thing with black or something just to get rid of it but in the end I dulled it down just enough to stop it being so dominant and that was enough.

B: To remove as many tangents a possible: This was the most time consuming part of the process luckily I could combine it with goal C to move things around and increase the detail at the same time. There may have been a magnifying glass involved in this process just saying.
I think I managed to get most of them, all the glaringly obvious ones at least, some things I just couldn't alter because of how the image was initially drawn. If I was to draw it now I might take negative space into more consideration.

C: Generally increase the level of detail: Using light and shadow to show edges really allowed me to get more detail into charters that are quite small. Hair and faces have seen a big jump in detail for some of the figures not to mention all the gold banding has much more depth now..
Then there were things like Lumina getting a face lift because i was working on the image upside down and didn't really feel her original head was quite the right shape, her skirt got extensions for the same reason. Neither task was especially straightforward, funnily enough its much easier to add colour and lines than remove them.

Final Verdict: I achieved all that I set out to do mostly to the degree of success i was hopping for and in terms of all the extra detail possibly more so, I'm not sure these is where i though I would end up but the journey is part of the fun.

The final oal I set myself was to write a post everyday for one week, some of yu may have noticed however that the first three days posts were all written at once that's because while I wanted to have a post a day, the actual refresh didn't take a week sometimes you have to bend spacetime for a good story. Perhaps next time I'll live steam the process or something?

Next week, that's no moon, well it was until i refreshed it.