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Project Code Name "W2"

Vektor

Rear Admiral
Rear Admiral
In an effort to expand my digital art portfolio, I have started working on a collection of concept illustrations inspired by a book a friend of mine is currently writing. I'm sworn to secrecy on the plot details and most other particulars except to say that it falls roughly into the category of a sci-fi/fantasy hybrid and was originally based on a role-playing game that my friend created from scratch over 20 years ago. It's a rich and elaborate world full of about a thousand different people, places and things I could draw, but I've decided to start relatively simple with the character I know best, the one that I, myself, created and played in that long-ago game:

Krael-01_wip11.jpg


This is a work-in-progress with a fair amount of final rendering work yet to be done. It was preceded by a much inferior version where I was still pounding the rust off of my human figure drawing skills:

Krael-01_wip02.jpg


Recognizing this for the piece of mis-proportioned offal that it was, I buckled down and redrew about 75% of it from scratch. This was the next iteration:

Krael-01_wip04.jpg


And then I started trying to get his fracking hair to look right:

Krael-01_wip12.jpg


I think I've finally settled on something about halfway between the upper right and lower left versions. I'll show that in another WIP update fairly soon.

In addition to character concepts, I'm also working on creatures, props, vehicles and many other things. Here is the preliminary design for a key vehicle in the story:

lq-01_wip01.jpg


This is a classic fantasy sailing ship with the ability to fly. In addition to the sails, it has a pair of steam powered propellers and some other technological gadgetry that I'm not really at liberty to discuss. I'm still researching the principles and mechanics of sails, rigging and wind-power, which is why only the masts are currently shown as faint outlines. There's some additional superstructure yet to be added as well.

More sketches of this ship will be posted soon.
 
Wow, that ship is amazing! I really like the rear view, with the windows and all the details in the cut out area.

-Ricky
 
Ironically, he isn't a "pirate guy," he's more of a "hunt down the pirate guy." ;)
 
First full color pass at the character illustration:

Krael-01_wip13.jpg


This isn't terrible but it's not great either. Lots more to do on this.
 
So, is this color overlay layers on top of the gray image or color layers underneath the gray image set to multiply? Or something else I hadn't thought of?

I'd love to get some technical insight into your process here...

--Alex
 
Most of the color is underneath with the grayscale image set to multiply. Some, especially around the face, is on top. I also overlayed a leather texture on top of his coat.

I'm not a big fan of applying color on top using blending modes like Color or Soft Light because the colors distort so much and tend to wash out. Even applying color underneath tends to leave things looker rather dull, which is why I do Normal mode touch-ups on top and then overall image corrections, either directly or as adjustment layers.
 
No elf blood at all. He's one of several sentient species inhabiting this world, none of which are human, and none of which have any connection to elves, dwarves, halflings or any other races from classical mythology.

Within his particular species there are also several distinct races, each defined by a set of unique characteristics, in this case pointed ears and somewhat slanted eyes. Other features are common throughout his species, like the heavy brow ridge and massive arms and shoulders.

I'll be posting characters from at least three other species eventually.
 
Hehe, no connection to Star Trek either, I'm afraid. Probably should have included that "non-Trek" disclaimer in the thread title.
 
How much of this is done with custom brushes compared with the usual presets? What kinda brush shapes do you use?

Sorry, I get lost pretty quick when guys keep asking technical questions about 3D modeling, but I do know Photoshop fairly well and I can geek out a little learning new techniques. I really love your style and I'm sure I could learn a lot.

--Alex
 
Most of the color is underneath with the grayscale image set to multiply. Some, especially around the face, is on top. I also overlayed a leather texture on top of his coat.

I'm not a big fan of applying color on top using blending modes like Color or Soft Light because the colors distort so much and tend to wash out. Even applying color underneath tends to leave things looker rather dull, which is why I do Normal mode touch-ups on top and then overall image corrections, either directly or as adjustment layers.

That's something that's always bothered me and I've yet to find a solution that works consistently. It's been a while since I've actually done any so I don't recall which filters I use, but I do find it pays ot have the flesh, hair and clothing shading in separate layers as what works well for one, makes the other look either too dull or too bright and washed out.

I do however swear by having the lines on the top layer and converting them to a mask layer for easy infilling. I've seen tutorials that tell you to use the wand/lasso & fill tool, but that's just way too messy for my taste.
 
Cool stuff.

If you're going to far as to say none of these are human or human related, you might as well fiddle with some of the features a bit more. For instance, this guy's eyebrows aren't like a human's, so why is his beard line the same as a human's? Mix it up a little. :)
 
There are two reasons for maintaining a relatively human-like appearance:

1. While none of these characters are technically human, some of them do have what you might call "human influence" in their genetic history.

2. I'm approaching this project as if it were an existing novel series that is being turned into a series of feature films, with the idea that human actors will be portraying most of the roles; therefore, the characters need to conform more or less to what would be possible with prostethics and perhaps some digital enhancement. There are exceptions to this, but this particular character isn't one of them. In fact, as this was the character I portrayed in the original role playing game, some of his features are my own.
 
I think you're missing my point. I'm not suggesting forehead aliens or stuff, just little tweaks to features as you did to the brows.
 
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