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


23 July 2015

Kill La Kill Custom Playmat Refresh


Last week I wrote about how I had begun to wonder if I could re-colour some of my older mats. MY FIRST test subject was the Inzektors mat and since I liked how it turned out I immediately set to work on a second re-colour. Today I'm going to Discuss the Kill la Kill mat and some of the main ways I have upgraded it.

Lets start things off by looking back at the original version:




For some reason the first time around I went quite subtle with the colour scheme its all really carefully blended together and then somewhat ruined by my decision to add black outlines around everything. Its not even that they are poorly executed or anything its just that looking back at it now it seems a strange mix of styles.

The other strange thing I didn't really notice until after finishing the mat was that the contrast between the foreground and background probably wasn't high enough. What I was aiming for was to have the eye be able to focus on the fiber background, Japanese text, or the image within the text as separate objects. However if the differences between each section weren't strong enough things tended to run together and become difficult to read especially in busy areas like the section around the two main figures.

 Other than those two minor issues, both of which are based on an increases in knowledge and the passage of time, overall I quite liked this mat it has a neat concept and shows my first steps towards trying to use light and shadow as the main way of defining objects. That's not to say I cant make some improvements and I will be keeping these two points in mind as I go about re-colouring the image.

... 



The first thing I did was increase the colour intensity of the sky. I'm not sure why it just seemed to be a sensible place to start and wouldn't mess too much up if something did go wrong. In the original the really pale area starts quite low on the image that was fine but I'm looking to do a bit more with the sky this time so I start by pushing the darker colours up the page until there's only a sliver of the pale yellow left at the top. The other reason to darken the sky is because the first time around I had the situation where I had a pale colour on a character then a black outline then a pale sky which isnt ideal for making things easy to see. Making the sky darker means I can keep the edges of the characters relatively light.

The next thing to do was darken the fiber background. The first time around I couldn't get the black as dark as I would have liked so mixed in red and ended up with an interesting pastern but it still wasn't as dark as it really needed to be. This time I knew the best ways to make sure the black stays black and on top of that I'm making sure all the edges are as crisp as possible. 

The threads also get an upgrade. Any that are causing major tangent issues with other parts of the image are removed and the rest get a colour boost. Originally just red lines I also decided to up the detail to make them a bit more thread like.

Things get a bit more tricky from here since what I really want to do is move to a much more realistic style but those black lines are going to be hard to shift. Luckly because of the style I'm going for I'm going to need a dark edge on on side of each object followed closely by a light area so I can keep some of the lines as they are. There are two choices here either keep the lines on the right or the ones on the left and I decide on left since that way the light should look as if it is behind them which.is where it should be really since that's where the sky is.

Also at some point during this process I also decide to add a white line around the edges of the text. This is another way of making the various sections of the image more obvious.  

...

Finally lets talk about some of the changes to the smaller details in the image.


One of the biggest changes is in Gamagori's face. There was always this sense that something wasn't quite right and while making his chest much darker improved his overall look and helped make him look more loom'y (technical term) I wanted to make him look even more dangerous so changed his mouth. the blood is gone and now you can see his teath he's gone from looking slightly beaten up to something of a shark. 

This naturally lead to a slight change in head shape which made me realize that the angle of his hair was throwing off his pose slightly. Bringing down his hairline makes it appear we are looking at more of the top of his head and improves his menacing presence. 

I could have kept his eyes but in the end decided that since I had gone so dark I may as well match them up with the stars on his chest (who knows maybe one day I'll decide to add them back in). I also got rid of what might have been his ear, the gap between the two areas of the image has to be kept in mind when drawing the characters as it can cause the brain to make things up or draw conclusions you might not want it to and this was one of them that was throwing off how big his head should look.

...

When you look at the two images of the hand holding the sword you can see how the change from black outlines to shadows and highlights has taken an area that was reasonably well defined to start with and made the detail even more obvious. The best example being the red line on her arm is barely visible on the top image and in the lower one not only can you see it clearly but it also implies that its an object in its own right, a piece of material attached to the rest of her costume. Since I'm keeping the black lines on the right side of objects the left side of objects has to now have a corresponding light line and adding it here to the sword means I can imply the folds of the handle better which again adds to the sense that this thing is an actual object rather than just a picture of one.

...

I have mentioned before that there are certain scale restrictions on figures due to the materials I use. At the time these were probably the smallest charters I had even gotten onto a mat but looking back now they seem rather sketchy and undefined. 

The first thing that needs doing is deciding on an area that's going to be in shadow to make it easier to see them and the most obvious choice is the fancy gold braided thing on her shoulder since that should have been in shadow anyway the first time around but then is was going for making her appear a tad more ethereal. 

The way the dark area here in the lower image gives Gamagori's gauntlet a sharp edge with hints of battle damage is one of the clearest examples of how the two styles differ, if I was to try and do the same thing with black outlines it could look good but not necessarily as convincing to the human brain. Anyway with this area darkened we can lighten the figures making it much more obvious from a distance what they are.

...

I've actually made a few more adjustments to the image since writing this post, there was something just not quite right about the white line on the left side of Gamagori's arm which I couldn't figure out until I started doing this review and realized it was because it shouldn't be there at all - the highlight would have been on the blue area next to it not on the arm itself.

And thats the thing really, art is never totally finished, its just a case of putting down the brush at a certain point and them how long it is before you might pick it up again.

Until next time, our work is never over



16 July 2015

Refreshing a Custom playmat : Inzektors


This mat might look familiar. Way back in the mists of time or 2012 to be exact I created this mat but it looked somewhat different. Today I'm going to look at the Inzektor mat and how it eneded up getting a shiny new look.

The original post for this mat along with a making of video can be found HERE.



There are a number of my mats that over the years for one reason or another I've ended up hanging on to. Mostly I've been using them as test subjects and while I'm pleased they have maintained their condition all this time occasionally I'll walk past them and wonder if I should be doing more with them. Well the other week I walked past and thought since they are test subjects why not have a go at seeing if it was possible to remake them in some fashion, to answer questions like how easy would it be to update a mat? What areas would be the most difficult to change?

For this first test I decided to keep it simple. Update the characters in a way more in line with my current style and change any areas I wasn't completely happy with the first time around. For these reasons I chose the Inzector mat since it's a relatively straightforward design with a number of areas I would quite like to improve. It's also the oldest in the group and didn't have the protective layer later mats have gotten so it should be easier to alter.

...

The first thing to do is clean the mat. It's been hanging in a high pedestrian traffic area for 3 years so I assume its probably picked up at least some dust. In the end I find its held up very well, the colours haven't faded, the pegs holding it to the hanger haven't caused any permanent depressions (in fact I don't even have to iron it) and when I start cleaning it I find there is very little dust buildup. I did come away from the process thinking that perhaps in the future I could improve things further by putting them in clear plastic bags and connecting the haners to that.

If your going to clean one of these early mats I advise getting a soft damp cloth and just giving them a light wipe over then letting them dry naturally, they shouldnt be to bothered by water but heavy rubbing may damage them.

 ...

Mat cleaned we can start on the refresh proper. The first thing I do in this instance is build a new lighting scheme. In the original there is left, right, and central lights but there's a bit of a lack of consistency on my part which makes reading that quite tricky so I'm going to cut the central one and rework where many of the shadows and highlights are to make things more ovious and the shading sharper. 

With a better Idea of where the light is coming from I can change from flat shaded with black outlines to a more realistic shading scheme where edges are defined by areas of light and darkness. Changing from one to the other does however throw up the first problem, the black lines are rather stubborn and in some cases almost imposible to get rid of fully we will see later how this also afects the design choices for the background.

One of the interesting things I discovered while working on this project was watching areas increase in detail. It was as if their clothes went from old school Standard Definition where creases were sort of implied but not really to modern High Definition where you could have seen the stitches, well if I drew them in I didn't go quite that far. I guess its a similar phenomenon to how the sketches go though phases of level of detail increases before becoming the final design, but you know, three to four years apart.

...

The next thing I wanted to do was get rid of the weapons in the background, no one uses those cards and they pull focus away from the characters. The thing was there's quite a lot of line work going on in them and I would rather not have to do the entire background black just to obliterate them.

Some experimentation later I found I could overwrite them with certain dark colours and then take the background back to light colours by applying them in vast quantity's over the top of the new dark patches. the downside is that It uses a lot of resources I was just going to have to get creative and think up some other solutions.

In the end I decided since I quite like the hex pattern in the background perhaps I could make more of that. We need to lose the oranges and yellows in the background anyway since we want to avoid using colours that are on the characters as much as possible so if we make the hex's smaller we can use a bunch of blues and greens and any really stubborn lines can be hidden in darker hexes.

I'm still left with some lines that don't stay in their hex's though so the circuit pattern from the original scheme comes back to do double duty, add some depth to the background and change peoples perception of what they are looking at.

No those arnt lines from a previous design they are circuits. Sometimes it beter to change somethings meaning rather than the thing itself.

...

In terms of use of colour in the background other than the dark hex's to cover things most are random except for the teal hex's at the top and bottom which are very much placed deliberately to squish the other hex's further back near the center of the image to create a feeling like they are in a round room with really odd wallpaper.

I also get to finally make it seem like they are standing on something rather than floating in the air which is not only a  big plus but gets rid of an aspect of the original that had been bugging me for a while.

...

I'm definitely much happier with the final peice after its facelift than I was before I think its a definite step in the right direction. With what I have lernt from this experiment I can start upgrading other mats confident that it is possible, although it does make me wonder if I still have the mat in another 3 years what will I think of it then?

Hopefully I can look back and think there's so much that can still be improved. Because we should always be striving to improve our skills and learn new things.

Until next time. recolour the past.





22 June 2015

Ugin and the Dragonlords Custom Playmat


Welcome back to another episode of attempting to fit large, flying, mythical creatures into a 12 by 24 inch space. Yes today we will be talking dragons (not literally becoming talking dragons – talking about them) as I look at the Ugin and the Dragonlords playmat.

Brief:

Get Ugin and the five Dragons of Tarkir Dragonlords onto a mat (thats clearly a band name which explains why the colour scheme ends up very similar to the Blue Eyes Ultimatemat), the planeswalkers Sorin, Elspeth, and Sarkhan should be riding Ugin.

Initial Thoughts:

Right off the bat there is an issue of scale. If we make the walkers the central focus then theres not much room left for the dragons, conversely with the dragons as the focus the walkers will be end up being quite small. Best to keep this in mind while working on the sketches.

Secondly if the walkers are riding Ugin what does that mean? Do we draw him in a typical dragon flight pose with them on his back? How will that affect his look since he's got more of a humanoid body layout?

Thirdly how the heck am I going to get all these wings on here and not end up obscuring more relevant details?

Sketching:

A great deal of time was spent drawing thumbnail sketches, trying out various layouts then narrowing down the list of options. Quite early on I discard the idea of having all the dragons flying along on some sort of sky background since then everyone ends up tiny to get everything in. Next out goes the idea if the walkers on Ugin's back, I don’t like focus and there are some odd angles. For some reason I get inspiration from those WW2 American recruitment posters Ugin Needs You! So now the walkers are going to have to sit on his shoulders. He only has two and we are trying to avoid the image being too symmetrical so one is slightly further away from us that doesnt leave much space for three large people. Well he's got a hand free theres an empty space in the lower right of the image that could work.

I'm finally getting a better sense of how I want these dragons personality’s to come across. Red / Black wants to be zooming along so lets try and get some sense of speed maybe a swooping motion. We have enough space available to have at least one pair of wings in full view, what do you mean she has two pairs?

Theres no way Blue / Black is going to be exerting much energy if he doesn’t have to, anywhere on the ground is fine.

They are dragons so there should probably be some breath attacks somewhere. Red / Green seems the best choice, fire and all that, also we want bulk and a sense of strength. Theres a large space in the bottom right free which means...

We need to balance out the image so the other bulky dragon has to go in the opposite top corner. Have a breath attack to mirror the other? Perhaps though Red / Blacks wings fill that role. Going to have to work the White / Green dragons pose around Ugin's pointing finger though, perhaps landing? Reminder to look up falconry.

Which leaves Blue / White. Keep it flowing. Inquisitive, what do Planeswalkers taste like?



Final layout.

I'm going for something slightly different this time since the wings and breath attack form a useful box that draws your eye around the image BLACK. I mean there are still going to be spirals in it, duh, but they aren't whats holding the layout together the RED lines show a number of them but there are vortices all over the image.

Ugin needs enough image space to have room for not only his own great bulk but for walkers to hang on. I decide to draw him being released from his cocoon since it means I wont have to draw his legs. One of the weird things about Ugin, and Bolas is that they have been depicted in art at a variety of scales from slightly larger than human to towering monstrosities. If I'm going to fit the Planeswalker's on him then Ugin's going to have to be closer to the later and if thats the case we can making him look bigger by placing our viewer lower in the image, as if we are looking up at him, BLUE. Since Ugin is also the main focus of the image we are going to have him as central as possible.

Hey look the GREEN lines show us everyone more or less fits within the rule of thirds its almost like I planed it that way. We are also trying to keep the dragons away from the page edges, its not entirely been possible since there are arms and wings going everywhere but for the most part their bodies don’t touch the edges.



Walking Through The Air.

I scan the mats into the computer to do most of these blog posts. As you can imagine an A4 scanner isn’t as large as a mat so it involves combining six separate scans into a cohesive whole. It also has the side effect of showing up the mats underlying fabric structure which while interesting in its own right does slightly distract from other details. The trade off of course is that if I just photographed the mats I may not get all the details in the first place. I think in the end it comes down to what your trying to show and for me and this post it apparently means beards and fly away hair.

In the above image we zoom right in to look at the details on the walkers, keep in mind these are really tiny details, in the face boxouts we are looking at areas somewhere in the region of 1cm square so theres not a lot of room. The main goal then is not to try and add as much detail as possible but to draw something that implies what you want it to when viewed at from a more natural distance.

Lets take Sorin's head as an example. It's a blue square with a dark line that may imply cheekbones, a 'L' shape that may be where the edge of the nose is, two dark ovals and a slightly lighter splodge where the eyes are expected, and a thin line that could be construed as a mouth. Its not really a head its a series of marks but because of the way our brains lie to us thats what we interpret it as. As an aside its always amusing to see who Facebook thinks characters you have drawn are, its sort of nice as an artist to know a computer at least thinks these marks on the page are vaguely human shaped.

The box next to that is interesting also since it shows how the fabric doesn’t always scan the same in each section. Putting the whole image together tends to be easier if you scan each section the same way up.

Whilst these areas are very small you can still use light and dark to try and recreate certain effects. If we draw little '>''s in a darker colour on Elspeth's armour it gives the impression of scale mail. On the other hand the little black bump on the side of Sarkhan's hand is probably just a tiny bit more detail than we actually need, its meant to be his thumb but we could probably expressed 'hand'-ness without it. Its all about striking a balance, make sure to move between working close up and looking at you image from a distance.

Finally since they are riding a large once godlike dragon lets mess their hair up a bit to give more of a sense of movement. Elspeth may or may not also be slightly concerned about her armour melting. As she should, we are dealing with 'Ugin and the Dragonlords' they know how to turn it up to 11.

Until next time... I want to make a rock the dragon pun but the Dragonball mat was a few posts ago.