William Thorup

Illustrator, Motion Graphics Designer, Animator, and VFX Artist

Tag: krita

  • Krita | Character Concept | Void

    Krita | Character Concept | Void

    Void_web

    Sorry about no weekly sketch reviews. I have been doing allot of sketching, just haven’t taken the time to put some posts together. Maybe Friday or Saturday perhaps.

    Been busy with things, looking to get Josh the Whale released, other video production projects, etc. In my free time though, I have been doing written and visual concept for mine and Bryce’s Jag game. The visual stuff is easy, it’s the writing part that is kicking me in the butt.

    I would never confess to having any real skill in writing. I am hoping that these side projects, along with company projects, will give me the practice I need to change that.

    So to give you a bit of an introduction to this piece, without diving into undeveloped ideas. This character is one of 6 gods that govern the world and it’s time. She is the very essence of the absence of time. The opposite of existence.


    That is the idea that drove this painting, and that is all that I have so far. Maybe I will post more about these characters in future paintings. Yet again, maybe not. This is just a side project, so we will see how far it goes.

  • A New Focus | Concept Art

    A New Focus | Concept Art

    My brother Bryce and I are putting together a game for the Atari Jaguar, and I have been working on character design, game assets, and getting a story together for the project.

    This piece was spontaneous, coming out a sketch session. It was also very fun to work on. I want to thank my a few of my friends, Ethan, Micheal, and April for the critique. Your help is needed and always appreciated.


    A New Focus_final_web


    One part a really enjoyed was additional programs, on top of the Gimp, to get to the final piece. You will notice that in the video, I just out to Krita and Blender. I used Krita’s mirror functions to come up with a concept for the weapons spinning around the character, and I used Blender to model, place, and light the weapon. I have used similar processes in the past, although this time felt like it was really good decision making on my part. It sped up the overall process of the painting, and I think I achieved a better result than if I had done it all in the Gimp.

    There will definitely be more of about this game in the future. I have already put together some turn based battle mock-ups with sprites, and Bryce has been putting some of these assets to use with actual programs on the Jaguar. It’s awesome to see this stuff actually turn into a playable form.

  • Krita & Gimp Illustration | Zelda

    Krita & Gimp Illustration | Zelda

    zelda final_web

    I don’t do allot of fan art, in fact, this piece originally didn’t start out as fan art. I was watching an episode of from the first season of Robotech, and sketching at the same time on my Lenovo tablet, when I did the initial sketch. (The costume is somewhat Robotech inspired). The one you see at the beginning of the time lapse video. It wasn’t until after I started refining the sketch in Krita, did I decide to turn it into fan art.

    Don’t get me wrong, I think fan art is awesome, and an awesome way to express you appreciation for something (Isn’t that what art is kind of about?). And I wish I would take more time to do some fan art. But I tend to avoid it, because I have the feeling that I won’t be able to do it justice. So, I put off most of the fan art I would like to do for a later day and time.

    This time around, though, I feel I did a fairly good job, and feel comfortable in posting and receive feedback for this piece of fan art.

    But enough of that, lets go over some stuff that I think is worth talking about, and might be a bit educational. I am just going to start at the beginning of the video and mention a few interesting things I noticed in my process.


    First, a bit of an explanation on content and style. This is a re-imagining of the character Princess Zelda, from the Legend of Zelda video game series. When I decided that this was going to be a fan art piece, I wanted to stick to the poofy hair and a somewhat military uniform as seen with many of the characters in the first season of Robotech, but with a bit of Zelda seasoning. There are actually only a handful of things that tie this piece into the Zelda universe.

    The most obvious things are probably the colors. The blue rupee, green hood and shoulders, and the golden triforce all point to the Legend of Zelda. But there is also the character herself. Zelda is often portrayed as someone beautiful, with a sense of innocence, which is something I stuck to here. But the costume was chosen to depict the strong side of her character as well. A less obvious sign of her character is that her mouth is open, as if she were speaking to you. Zelda is often used in the Zelda series as a mentor character, and if she lived in a more futuristic or sci-fi world, I see her playing more of the mentor character than royalty.

    There are a few other things I could mention, content wise, but for the sake of keeping things short, I will let you jump on the Zelda Wiki to figure some of the other imagery out.


    zelda_palette_1.png

    As for my processes. Most of my planning was done in the line art. At this point I didn’t have a really good sense of the lighting, until I sat back and thought about it later, but I had a good idea of what I wanted the subject to look like.

    I decided to skip doing a value painting, and go straight into color and value. I try to avoid this nowadays, and stick to a value painting before I ever jump into color, but in this case, I wanted to try something new.

    I wanted to try to create a simple color palette to lay the foundation for my colors and values. I don’t include this step in the video, but it is something that I learned from a post by Nasan Hardcastle. A great digital artist, that I suggest that you all follow. But having a simple palette like this can help keep your colors and values organized in the foundation of the painting.

    Something unique in this painting, that I have never done before, is the light setup. If you include ambient light, I have a total of 4 different light sources in this painting. This was one of my stretch goals for this painting, to use that many light sources without loosing the form of the subject, and adding appeal to the painting overall.

    But not all was fine with this painting. I messed up on the proportion of the nose, and had to readjust that half way through. Not too difficult, but I feel it’s something that I shouldn’t have to deal with and definitely need to practice more on. Also, another proportion problem was the width of the head, which I eventually had to fix.


    But with the good and bad of this painting aside, there is one tip I would like to share. Color Grading. One of the huge advantages to digital art.

    Zelda_Color correction

    I have never been good with color, this is probably because I don’t have a solid base in traditional painting. But, “color curves” an “levels” make up with this shortcoming with ease. Using some reference images that I wanted to match color with, I did several stages of color correction, as depicted above, using both “color curves” and “levels“, and selection the specific color channel I wanted to modify.

    Zelda_Color moods

    These two options can also be used to quickly change the feel of a painting. A good way to explain this is how a sepia toned image and a black and white image create very different feelings, even though content may be the same. This is pretty basic stuff, especially if your into photography, but it is fun to take an image you created from scratch and see how it transfers to these different color schemes.


    I have a few more paintings coming down the line, we should be starting a new app project soon, and a Weekly Sketch Review is just around the corner. Stay tuned.

  • Krita 2.6 Illustration | In the Park

    Krita 2.6 Illustration | In the Park

    Jumped back on to the Krita bandwagon the other day, and it was good. It’s fun to be in a new program and learn new keyboard shortcuts and tools. And I love the rotate canvas feature, I sure hope Gimp eventually gets that feature because it invaluable when editing, not just drawing or painting.

    In the Park


    This piece was really enjoyable. There were some points of doubt and uncertainty, especially when I started coloring, but overall I like the final result. I wanted to do something a bit more cartoon oriented, but keeping my focus on color and composition.

    One thing in particular I kept in the forefront of my mind was the rule of thirds. Not in with the painting as a whole, but with the subject instead. Focusing on the silhouette of the character, you will see that the left and right sides of the subject have 3 major hills or bumps. This, along with the backwards “S” curve in the hair, was used to create symmetry at the focal point (the face) and a softer look towards the face.

    Look at this in contrast with the subjects jacket. Her shoulders, and other lines on the jacket, are sharper. Which makes most viewers follow the blue scarf (a softer shape) up to the face.


    As a side note. If you haven’t had the time to check out my latest tutorial, Using Gradients, I highly suggest it. Good reading. I use this painting in most of the examples, and show how I added depth, color diversity, and a focal point, by using two simple gradients.

  • Tutorial | Using Gradients

    Tutorial | Using Gradients

    In the Park

    I have been using allot of gradients in my work lately. Because of this, I thought it might be good to put together a tutorial of how I have used them so far.

    As for what I want to come across to the reader, I want you to learn how to use gradients to create a focal point in your image, diversify and images color, and create a sense of depth.

    Also, in order to help bring my points across, I have included a project file that can downloaded by clicking on the buttons below. I will be referring to this file throughout the tutorial.

    Download
    XCF_Download_ButtonPSD_Download_Button
    [expand title=”Download Notes”]

    Note: The Photoshop file should work to the best of my knowledge. The only thing that might not work are specific layer’s blending modes. Here is a list of the layers and the blending modes they should be on:

      • “Gradient Painted” –> Multiply
      • “Gradient Tool” –> Overlay
      • “Subject” –> Normal
      • “Background” –> Normal

    Another option is to download a copy of Gimp, HERE. IF you are using Windows or a Mac, about halfway down is a link that says “Show other Downloads”, click this and you will find versions for those platforms. It’s free, and small, and you will be able to open up the project file without a problem.


    [/expand]

    A bit of disclaimer. I consider myself in the professional work field, but I am not a master at the craft. This tutorial is to share knowledge and a few tips to other artists who may not know what I am about to teach.

    Also, if you don’t know how to use the gradient tool, or blending modes for layers, in your given program, go ahead and do a Google search about these two things. Having a basic knowledge of these two tools is essential for this tutorial.


    I feel Like I’m Cheating

    When I first started doing digital artwork, for some reason I had it in my head that using gradients was kind of shortcut, and it was something that professional artists tend to avoid. Gradients, along with some other tools (dodge and burn tools) almost seemed taboo, and were used by beginners to add shading in a cheap and quick way. I can’t remember were I got these ideas, but I couldn’t have been more wrong.

    The years rolled by, since I started in digital art, and I began watching tutorials, seeing time lapse videos of paintings, and talking with other digital artists. And I began to realize that these tools were not a way to cheat, but instead to speed things up. These artists are professionals, on a deadline, and in order to get a large body of work done quickly and effectively, they would need these tools to speed up their work. This is one of the advantages of digital art, within a production environment.

    I learned that these tools, if used properly, can be used to enhance and speed up your overall workflow, without having to sacrifice quality.


    Adding Depth

    Here is a recent example of a gradient used to create depth in my work. You can see the original post for this piece HERE, along with a time lapse video.

    example_1

    By creating a gradient, that matches the angle of my light source, I turned this somewhat “flat” looking piece, into something that gives you a sense of depth. Yes, I could have taken the time to go and paint that subtle change from light to dark manually on my character, and then the background. But, because this is a concept piece, the less time spent on it the better. I turned a potential 3 hour long piece, down to 1 and half hours. More time to do other work, with out sacrificing quality, is good in my book.

    Also, you might have noticed, the gradient doesn’t go from a black to a white. There are cases when you will use just a black to white gradient, but I found by adding color to the black or white can introduce new colors to the piece.

    Ted_concept_1_webcooper_websarah_web

    By the way, I used this same technique in all three of these paintings. But notice how I used a different color for the gradient to match the colors of costume for the character on the left. Also, notice how subtle the change is. Often you don’t need to have your overlayed gradient at full opacity. I usually end up dropping the opacity of my gradient layer down to around %50.

    Try this out. In the project file make sure you have the “Gradient Tool” layer selected, and try adjusting the brightness and contrast. See how this changes the sense of depth in the image.


    Color Diversity

    Adding color to the gradient, while using the “Overlay” blend mode, can add additional colors to your painting. If you examine the project file you downloaded, I did this in that painting. Go ahead and turn the “Gradient Tool”  layer off. A huge change will occur. Not only do we lose the depth, and the focal point in the painting, but the colors don’t seem to work as well.

    example_2

    I am using a tertiary color scheme with this piece. Brown, yellow, and blue, to put it simply. So by changing the black of my gradient to a brown, similar to the subjects hair, I am able to introduce those brown colors to other parts of the painting.

    Especial her right shoulder. Originally, it’s a flat yellow color, nothing that interesting to look at. But, by adding that brown gradient and using the blend mode “Overlay“, it adds body and life to those yellows on the jacket, and ties it to the focal point.

    Try this little experiment in the project file. Select the “Gradient Tool” layer, adjust the hue, along with the saturation, and the brightness and contrast. See how this changes the mood, and overall liveliness of the image.


    In the Park_focal point gif

    Creating a Focal Point

    If you are doing any type of illustration, or a piece with a central idea or subject, focal points are important. And this is where gradients can be very helpful to create a focal point very early in the painting.

    As you can see in the project file, the focal point is the face and the right edge next to it. There are several theories of composition I followed to achieve this, but the most important and the easiest to include at any point during a painting, is the change of values from light to dark, or contrast.

    If you turn off the two top most layers, “Gradient Painted” and “Gradient Tool”. The change from light to dark, or the value contrast, has become flat. Very uninteresting, largely because there isn’t a focal point. But, if you turn those two layers back on, you eye is immediately drawn to the face of the subject.


    Final Notes

    Few things I would like to mention. In the project file, the top layer “Gradient Painted”, isn’t a gradient made with the gradient tool. I just used a large soft brush to add some contrast to the left side of the painting. Sometimes, using the gradient tool will seem too consistent or perfect for your painting. So, depending on what style your going for, painting a large gradient by hand will give you a better effect.

    Also, experiment with blending modes and gradients. Experiment with taking away and adding contrast using this technique. You might stumble on a look or feel that you like, but weren’t expecting.

    With that being said, I hope you enjoyed this tutorial, and I hope it helped in some way. Any questions or comments are welcome.

    I have a timelapse of the painting used in this tutorial HERE. Also, here is a list of time lapse videos and paintings of this technique in action. Sometimes it is better to see a technique in action than trying to talk about it.

  • Krita | Character Sketch

    Krita | Character Sketch

     

    I have been seeing allot of stuff done in Krita lately.  Also, I have been reading allot about over at David Revoy’s blog.  And I finally took the time to get into it and learn some things.  And my initial impressions are good.

    The brush engine is fantastic.  It’s fun to just go in and play around with the variety of brushes and different effects.

    One of the things I liked the most about Krita was the little sketch pad they have in the “Edit Brush Settings” dialog.  With the wide variety of tools, it’s good to have something that you throw a line down on, to see how it will look on your canvas, without having to actually put it on your canvas.

     Plus, this is almost a necessity with this program, because this dialog takes up a good portion of the screen, and to go in and out of this dialog would take allot of time if you could only test tools on the canvas.  This also feels great for those who work with real mediums, as artists will often test a stroke, color, or tool on a separate scrap piece before painting or drawing on the actual artwork.

    Shift+left-mouse-buton dragging for brush size is invaluable, and saves allot of time in the long run.  I wish the Gimp had functionality like this.  But I understand why it doesn’t.  This also reduces the interface.

    Another leg-up that Krita has over Gimp is multiple color depths.  Most concept artists, or illustrators will never use over 16 bit, but since I get into the film and 3D stuff every once in a while, it’s comforting to know that I will be able to work with 32 bit images on an open source platform.  Gimp will be getting this functionality soon enough, but for now Krita is the only user friendly way of handling 32 bit images on the open source platform right now.

    The last thing that really stuck out was the right-mouse-button menu.  This brings up a color wheel and color history.  Also, you can save preset brushes to this menu, making it faster to get to the brushes you will be using often on a given piece of art.

    I have only scratched the surface of what this program can do for the concept artist or illustrator.  But I see myself using this program, along with the Gimp, to do my illustration work in the future.