Click HERE to play
Monday, December 20, 2010
Kitsoonie - hit animation
Monday, November 22, 2010
Kitsoonie - idle animation
Wednesday, November 17, 2010
Ninjacker - hit animation
Monday, November 8, 2010
Ninjacker - idle animation
Firefox Personas
Hey everyone, I have a couple personas up on Mozilla Firefox. Personas are custom themes you can apply to your firefox browser.
CLICK ME!
CLICK ME!
Labels:
character art,
comics,
customization,
cute,
digital,
firefox,
manga,
martial arts,
mozilla,
ninja,
persona,
pin-up,
ronin,
samurai,
shinobi,
street fighter,
swords,
themes,
vector art,
video games
Friday, November 5, 2010
Budofudo - hit animation
Budofudo - idle animation
Monday, November 1, 2010
Budofudo
Labels:
character art,
comics,
cute,
digital,
folklore,
illustration,
karate,
kitsune,
kung-fu,
manga,
martial arts,
ninja,
pin-up,
ronin,
samurai,
shinobi,
street fighter,
swords,
vector art,
video games
Monday, September 27, 2010
Sunday, September 26, 2010
Puppet Warp
Okay all you photoshop artists and animators, this is a crazy cool tool found in the new CS5.
It's called Puppet Warp, and you have to check this out:
http://vimeo.com/10953656
It's called Puppet Warp, and you have to check this out:
http://vimeo.com/10953656
Labels:
animation,
CS5,
photoshop,
puppet warp,
tools
Saturday, September 18, 2010
Wolverine Progression
Here's a general breakdown for the Wolverine illustration:
1) Sketch Stage: I use to sketch in pencil and then scan but these days I do everything in photoshop, including the linework. What you're not seeing here, is I start of with a rough drawing of the line of action or motion of the body, then loose volumetric shapes to fill in the mass. Afterward, I sketch the actual drawing itself, which is what you see here.
2) Render Stage: I always paint in greyscale, this insures the values of an illustration read clearly. You can't rely on colour alone to distinguish things. One of my teachers always insisted one must ensure a drawing communicates well in black and white, adding colour is just the icing on the cake. A quick way to work is also to just duplicate layers or parts of a painting in order to adjust values. I don't usually just go right into painting heavy darks. Usually, it's a pretty flat under-painting, the same values of shadows all across just as a base. Then I duplicate layers, mask it out and paint away to reveal what's already there, and that's how I start to build up the darker areas. I'll touch up areas with paint afterward to blend things better.
3) Colour Stage: Once the rendering is done, colouring is very quick at this point. I just block out the colours and adjust the opacity level. I usually have the read as a 'color' layer in photoshop, 'overlay' and 'soft light' are used sparingly.
4) Final Stage: At this point, I'm tweaking and balancing colours, shadows and highlights. I always add a global colour at the end, meaning I add one colour over the entire character (usually 5-10% opacity on a 'color' layer). I do the same thing to the background, and then one more over the entire illustration. This harmonizes all the colours, theirs nothing more distracting than competing colours, saturation and contrast levels. This particular painting is fairly rough, you can tell the difference between this and some of my more detailed concept paintings because I'm using few brushstrokes, broader and looser. Something like this, takes a lot less time. This one took maybe 4 hours I'm guessing.
1) Sketch Stage: I use to sketch in pencil and then scan but these days I do everything in photoshop, including the linework. What you're not seeing here, is I start of with a rough drawing of the line of action or motion of the body, then loose volumetric shapes to fill in the mass. Afterward, I sketch the actual drawing itself, which is what you see here.
2) Render Stage: I always paint in greyscale, this insures the values of an illustration read clearly. You can't rely on colour alone to distinguish things. One of my teachers always insisted one must ensure a drawing communicates well in black and white, adding colour is just the icing on the cake. A quick way to work is also to just duplicate layers or parts of a painting in order to adjust values. I don't usually just go right into painting heavy darks. Usually, it's a pretty flat under-painting, the same values of shadows all across just as a base. Then I duplicate layers, mask it out and paint away to reveal what's already there, and that's how I start to build up the darker areas. I'll touch up areas with paint afterward to blend things better.
3) Colour Stage: Once the rendering is done, colouring is very quick at this point. I just block out the colours and adjust the opacity level. I usually have the read as a 'color' layer in photoshop, 'overlay' and 'soft light' are used sparingly.
4) Final Stage: At this point, I'm tweaking and balancing colours, shadows and highlights. I always add a global colour at the end, meaning I add one colour over the entire character (usually 5-10% opacity on a 'color' layer). I do the same thing to the background, and then one more over the entire illustration. This harmonizes all the colours, theirs nothing more distracting than competing colours, saturation and contrast levels. This particular painting is fairly rough, you can tell the difference between this and some of my more detailed concept paintings because I'm using few brushstrokes, broader and looser. Something like this, takes a lot less time. This one took maybe 4 hours I'm guessing.
SNIKT!
JLA reboot
I took a stab at redesigning some classic DC superheroes. I don't think I strayed too far from their traditional design, just added to it - extra hot sauce maybe?
Labels:
art,
Batman,
comics,
concept,
DC,
digital,
fanart,
Flash,
illustration,
Jay Garrick,
JLA,
painting,
pin-up,
redesign,
Superman,
Wally West,
Wonder Woman
Showdown with Shoguns
For quite a while I've been wanting to do a samurai themed mech, sort of a cross between the mechs in the Matrix movies and the giant samurai in the new Zack Snyder flick Sucker Punch. This is what I came up with!
Labels:
comics,
concept art,
digital,
environment,
illustration,
machinery,
matrix,
mecha,
painting. mech,
pre-vis,
realism,
samurai,
sci-fi,
set design,
shogun,
video games,
warrior
Killer's Remorse
Everybody was kung-fu fighting!
Feudal Futura - this was a fun one to do, sort of a retro sci-fi utilizing design aspects of samurai armour and a medieval knight.
I called this one Game of Death Remix. I don't know why really, maybe just an excuse to draw a track suit with a stripe down the side like Brucey's.
When I painted this I had Tekken in mind, the game that is, not the movie! ;p
I called this one Game of Death Remix. I don't know why really, maybe just an excuse to draw a track suit with a stripe down the side like Brucey's.
When I painted this I had Tekken in mind, the game that is, not the movie! ;p
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