William Thorup

Illustrator, Motion Graphics Designer, Animator, and VFX Artist

Tag: digital art

  • Iron Door Film | Concept Art

    Iron Door Film | Concept Art

    Through Thor Media, I was tasked with producing 3 pieces of concept art for our client, Adaptive Studios. The pieces were based on a semi-final script, with some direction from the director, and director of photography.

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    The first piece was strictly an environment piece, based on a possible traveling exhibit around the 1940’s. This pieces primary purpose was to show potential investors that some effort and thought was being put into the production, to show that there was talent to help create the world of the story. So I tried to focus on the details of the objects in the tent, rather than characters, to see if I could just tell a basic story with the objects in the scene. This piece could be used for actual set design during production, but most likely not.

    Thieves cross_concept_web

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    The next painting was done for an area in the script called “Thieves Cross”. And old ghost town in the story where the main characters end up in, searching for clues. The town was originally a settlement for criminals, so, it didn’t have much in the way of development, except for the old chapel. I wanted to make the chapel the center of the image, so I set up my composition to perform this task. I used a dutch angle to add a bit of uneasiness to the scene. Like the painting before, I started with a 3D base done in Blender, and then moved into Krita for the final paint over. I have to say, working in 3D to begin with helps immensely with perspective and laying out the basic composition. It easily shave 1 or 2 hours off of each painting.

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    Art and the Specter_web

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    The last painting was almost an illustration. Again, whether or not Art’s room will look anything like the painting in the final film is one thing, so, instead I focused on the mood and lighting of the moment given to me from the script. I feel that I got the composition right on in this painting. Every part of this painting just fell into place. For me, the color, lighting, composition, characters, mood. etc… just works! I love it!

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    This was an awesome opportunity for me. I am grateful that I had the opportunity to work on some pre-production art work. I love to see written stories come to life visually, and to have some control over how that happens is incredibly gratifying. This work has spurred Thor Media to leverage mine and Michael Buhler’s skills in producing art. We are currently putting together service packages in the areas of Storyboards and Concept art. They got me working on the Thor Media website and a booklet that we can pass out to potential clients. This is something that I have wanted to do for a while, and I hope it turns out well.

  • Atari Jaguar | JagCorner Review | Iron Soldier

    Atari Jaguar | JagCorner Review | Iron Soldier

    Another JagCorner video to talk about. We have kind of been all over the place with the kind of YouTube videos we would like to do. We know we will continue to do the BitJag Development Journals, and we are pretty sure we are going to keep doing the JagVirgin episodes as well.



    I guess the reason why we are jumping all over the place is because we are trying to counteract all the negative coverage of the Atari Jaguar. Lets just say, this console doesn’t get the highest score on most gamer’s Hi-Score lists, but it’s unfortunate that there is so much negative for a system that has so much positive. I guess one of my personal goals with doing these JagCorner videos is to promote the great things about the system.

    Moving on, what I really wanted to talk about was the opening skit for this review video. I am taking these videos as an opportunity to build a portfolio and push my visual effects skills, and I was glad to see that this shows well in this video.

    iron_soldier_fx_shot_final_0653

    iron_soldier_fx_shot_final_0805

    Jacob and Bryce helped me come up with and execute the concept and it came together almost flawlessly. Everything was done in Blender. Modeling, Texturing, Rigging, Animation, Camera Tracking, Compositing, Editing, and Rendering of the entire video included. I love the Blender tool set, and it never seems to fail me.

    The hardest part about this video was the camera tracking. There were no purposely place tracking points in the shot, and the one section I had trouble with was when I stepped out of TV Specialists back door and then the camera swings to the left, revealing the Iron Soldier. I had to manually track 20 or so frames to get the camera swing, simply because all the information in the show was too blurred to track. Other than that, the track was fairly easy, with just a few minor slides and jitters in the final result, almost noticeable. At the end of the day, the entire production was 30 man hours. I wanted to spend more time, but we set a goal to have it released by Thanksgiving.

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    The end card is a bit special. To achieve a more nastalgic feel, I rendered it out at 320×180 (a 16:9 resolution) and then scaled it up to 1920×1080 with no filter. This maintains the jagged edges on the polygons making it still feel like a low resolution, up-scaled to a high resolution.

    Overall, the result was almost exactly how we imagined it, and I love it when that happens.

  • Krita Time-Lapse Demonstration | Inking |  Inking with Wolthera van Hovell’s Inking Brush Kit 1.2

    Krita Time-Lapse Demonstration | Inking | Inking with Wolthera van Hovell’s Inking Brush Kit 1.2

    Thought I would pay tribute to some of the people helping to make Krita an awesome program for artists. By tailoring to specific mediums, like ink.



    This time-lapse video highlights a few drawings being inked with Wolthera’s new Inking Brush Kit that you can download HERE. Enjoy the vid.

  • Krita Time-Lapse Painting | Another Portrait

    Krita Time-Lapse Painting | Another Portrait

    There are different kinds of goals in relation to art. One of those goals could be study goals, like, I am going to focus on drawing hands, or learning to render light and shadow correctly. I would talk about a goal that can have a much deeper effect on the viewer, than say the anatomically perfect hands you drew last week.


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    The kind of goal that should apply to just about every painting, drawing or sketch that you produce. This kind of goal can be established with one question, what do you want the viewer to think, feel or do when they see your work.

    Of course, sometimes an artist throws all care to the wind and just creates, and there is nothing wrong with that, but even approaching your art with that attitude is going to come across to your viewer in the final work. How powerful could your art be if you took charge of what your work is conveying to the viewer on an emotional level?

    When I started this painting, it was just going to be a study on rendering light a certain way, this is why the very beginning of this painting isn’t in the video. I wasn’t planning on doing a time-lapse at all. Out of this one goal spawned an important question, what is this imaginary person like, and how can I bring that personality into the painting, and make it recognizable to the viewer?



    A portrait not only contains the physical appearance of a person, but can also portray what kind of person they might be. So, about 20 or 30 minutes into the painting I realized that I had a greater goal in this painting, that was to evoke specific feelings in the viewer. The goal also included really focusing, through the entire process of the painting, to make sure the former goal was reached.

    Ask yourself this, what do I want people to think or feel when they see my work? See what happens when you really focus on the answer to that question while you are painting or drawing.

    Because of the subjective nature of art, I won’t say what I want you to feel when you look at this piece, but, as an artist, my hope is, is that you feel something similar to what I felt while working on this painting, and when it was finished.

    Look forward to some more time lapse videos in the future, and Thanks for watching.

    Krita was primarily used, with Gimp for some post color correction.

  • Weekly Sketch Review | Faces and Characters

    Weekly Sketch Review | Faces and Characters

    I should probably start calling these bi-monthly sketch reviews, considering how much time that has elapsed since the last sketch review. I am drawing quite a bit, it’s just getting around to putting these posts together. It’s more time consuming than I expect.

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    I have been working in both Krita and Gimp lately, and I definitely lean towards using Krita for my study. Smoother workflow and all. I mainly use gimp for its more intended purpose of post processing now. Adjusting color curves, sharpening, etc.

    The first few poses that are drawn in the video are actually from an illustration, I did over a year ago, here. I liked the original and I wanted to draw poses, so, I tried fleshing out the character a bit with some different poses.

    The faces in the middle of the video are purely study. Then the last set of drawings are a character concept for one of our Jaguar games.


  • Krita | Bringing Balance | IIllustration

    Krita | Bringing Balance | IIllustration

    At the end of my vacation week in San Diego California, I have had plenty of time to paint.  Here is what I have been able to put together this last week.


    Bringing Balance_web


    I recently went to a seminar about cinematography, which talked about composition in film, among other things, and the speaker talked about color schemes a little bit, and he pointed out something very interesting. Apparently Hollywood is really into teal and orange color schemes. He showed examples of posters from Tron, Transformers, Ender’s Game, etc. and his point was really well established. He showed video clips from movies that used this color scheme all over the place, and what’s cool about it, is that it is a very appealing color scheme. People really like it, and I decided to give it a try, with a twist.

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    I didn’t stick to that exact color scheme in this piece, but I did have it in mind. What I was leaning towards was something more like what Pascal Blanché produces. I Love his color schemes, to me they come across as a distinct dark sci-fi/fantasy feel that is hard to achieve any other way. So with that style and a more orange and teal/orange color scheme, I think a came up with a good result. It isn’t as refined as Blanché’s technique, but it still produced a good result with my current skill level.

  • Krita | Character Illustration | Jouster

    Krita | Character Illustration | Jouster

    Some more stuff for our Atari Jaguar project. I have been working on story ideas and concept drawings for our jousting game, and this design came to mind.


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    If you haven’t already, head over to http://bitjag.com/ and check out the three projects that we have in the works. Not a whole lot of visual concepts yet, but stories are being put together and their general concepts are listed on that site.

    What I enjoyed most a about this painting was the lighting. The composition and the pose could be better, but I think the good lighting helps make up for that. It really brings the viewer’s eyes to key and attractive points in the painting, and overall, it is very comfortable to look at.



    On another note, if you haven’t noticed already, most of my most recent paintings have all been done in Krita. I am in love with the program, the interface and default shortcuts work great with my Cintiq 13 HD, and overall it seems like a much smoother experience than Gimp lately. Gimp has been having some serious issues with my hybrid ATI graphics setup, and so, I mainly use gimp for my graphic design work.

    Don’t get me wrong though. Gimp is a great program, and it has been especially useful lately because of all the web graphics that I have been doing. Krita just provides a workflow that feels smoother and faster to me, and I think that I will be using it for many of my paintings in the future.

  • Quick Tip | Drawing a Character in Profile | Video Tutorial

    Quick Tip | Drawing a Character in Profile | Video Tutorial


    Here is something that I put together a few weeks ago, and just got around to finishing it. This small tutorial covers a couple different methods of creating an accurate representation of a character’s profile, based on a previously draw front view of that character. Enjoy.

  • BitJag and JagCorner

    BitJag and JagCorner

    Please excuse my silence over the last few weeks, but I have been involved in some fun projects, and one of those is my brother and I have officially started our Atari Jaguar development.


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    bitjag

    Our dev name is BitJag, and we are using the JagCorner name for our YouTube videos and other media. I have mentioned in previous posts about the project that we have been working on for the Jag, but we have expanded, to three separate projects.

    We often find ourselves way over our heads, when it comes to the scale of projects that we do. So the other two projects, which are nameless right now, are much smaller, but will be used to stretch our abilities considerably. Check out the Projects page at http://BitJag.com/ to see some of the details for those projects.


    We also have our first development journal posted. It isn’t much, but there is some cool footage of an animated sprite character test on the Jaguar console. There is definately more to come. I have been working on some visual design concepts for the battle system, and working on story as well. We will be talking a bit about this stuff in the next dev journal entry, along with some more details about our other two projects.


  • Krita Time Lapse Painting | The Waker

    Krita Time Lapse Painting | The Waker

    I have been trying to get this painting posted for over a week. Ran into issues with my computer and work has become really busy. But, the excuses can be annoying, so, here it is.

    This painting was very much spontaneous. During a digital sketching session, this face came out, and I decided to push it to a finished rendering.


    the waker_web


    This painting got me a bit worried, since it had been a while since I tried to tackle realistic lighting. Rendering correct lighting has always been a bit intimidating for me, but I seem to have handled it well. I first broke down the steps. So, instead of trying to take on both color and light at the same time, I decided to do a grey scale painting first. Simplifying the process overall, and allowing myself to focus specifically on how light is interacting with the form.

    Digital art really makes coloring an image easy. I pick a color, slap it on a with a different layer in “Overlay” blending mode, and if I ever need to change it, no problem. Just use a Hue/Saturation/Value filter to adjust the color. As you can see in the video (3:40 and 3:52), I did this for her hair and her clothing.



    I love painting skin. The key to making skin look alive, are the areas where light transitions into shadow. Because skin isn’t completely opaque, light will enter the upper layers of the skin, hitting blood underneath, and will bounce back oranges and reds. The is particularly prevalent in the transitional areas between light and dark.

    A good example of this in this painting, is her chin, starting at 4:17 in the video. A few other things to keep in mind when painting skin is to play with other colors on top of the skin with a layer set to an “Overlay” blending mode. Colors like green and yellow can add healthy variety to lighter areas of the skin, while violets and blues can saturate your shadows making them appear more realistic. At 3:39 in the video, you can see I added a light layer of blue to under the jaw line.

    One thing that was unexpected in this painting was her hair. The hair that falls down her neck turned out to be much more complicated than I originally planned at the sketching phase. I had fun spending the time rendering it, and I feel it adds a certain level of detail that the painting wouldn’t have otherwise.


    the Waker_Six step process


    I feel a bit silly mentioning this, but her ear is something that I am proud of. I didn’t spend as much time rendering it than I did other portions of the painting. The structure is very much convincing, but still has the brush strokes that I like to see in my work. One other thing I enjoy about this painting are the facial proportions. I am still far from being a master when it comes to proportions, and that can be clearly seen in my work. But the scale of her mouth compared to her eyes and nose are pleasant, and seem to go well with the piece as a whole.

    These paintings that I do without reference always surprise me ounce they are done. I find it fascinating to think pack on my processes and ask myself why I did something a certain way. It helps me to see what I do well, and what I still need work on.