“THE HIDDEN SPACESHIP ” : Making Of “The Cave”

So, here´s the making of, for this particularly scene in the book “THE HIDDEN SPACESHIP”.

Most of the painting work was done as usual in Clip Studio Paint because it´s a million times better to paint this type of stuff than Photoshop is nowadays.  I simply had to replace it with the old Manga Studio/Clip Studio Paint once I saw how light that awsome painting software is when compared to Photoshop which seems to be getting heavier and heavier everyday and one of these days there won´t even run on any machine. Contrary to what happens with Clip Studio Paint.

SPREAD 10 - GBLUR - 1500X

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AVAILABLE FOR ILLUSTRATION WORK

If you are a potential illustration client, if you are looking for an affordable children book artist , concept illustrator or need a freelance artist to work on a pod project ( I do not descriminate print on demand material for sure; I love it ); do not forget to take a look at my illustration portfolio (Fantasy or Childrens Book art ) and I´m always available to discuss future work.
If you have a dream, no matter what your budget is don´t hesitate to contact me and let´s see what we can do.

***

luisperesillustrator@gmail.com

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“BEWARE OF THE NOSE BITING MONSTER” : Page MAKING OF – Digital Painting Video Tutorial

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“BEWARE OF THE NOSE BITING MONSTER” : Page MAKING OF – Digital Painting Video Tutorial

Here´s a first glimpse out of a current project I´m now working on. It´s a childrens book written by author Jay Miletsky , called “BEWARE OF THE NOSE BITING MONSTER : A Cautionary Tale for Petrified Parents” and it´s a really great story; challenging to illustrate because most of the story is based on emotion and features only two characters but it´s been real fun to paint.
So for now, here´s a small making of video for one of the pages.

 

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If you liked this, you might want to check out these tutorial links below too:

Learn to draw landscapes / Perspective tutorial

0 INTRO ” A matter of perspective” :
https://icreateworlds.net/2017/09/07/drawing-tutorial-how-to-draw-landscapes-or-background-scenery-intro/
Lesson 1 “Little House on the Grid” :
https://icreateworlds.net/2017/09/07/drawing-tutorial-part-one-little-house-on-the-grid/
Lesson 2 “Going 3D” :
https://icreateworlds.net/2017/09/07/drawing-tutorial-part-two-going-3d/
Lesson 3 “Scenery takes shape” :
https://icreateworlds.net/2017/09/08/drawing-tutorial-part-three-scenery-takes-shape/
Lesson 4 “Planes & Viewpoints” :
https://icreateworlds.net/2017/09/08/drawing-tutorial-part-four-planes-viewpoints/
Lesson 5 “Fluffy clouds in the sky” :
https://icreateworlds.net/2017/09/08/drawing-tutorial-part-five-fluffy-clouds-in-the-sky/
Lesson 6 “Endless Worlds“:
https://icreateworlds.net/2017/09/08/drawing-tutorial-part-six-endless-worlds/

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Drawing Tutorial / “FINDING NEMO”
https://icreateworlds.net/2017/09/11/drawing-tutorial-finding-nemo-making-of/

Drawing Tutorial / “TITANIC DRY DOC”
https://icreateworlds.net/2017/09/21/drawing-tutorial-titanic-dry-dock-making-of/

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Video Tutorial (PT Version)
https://icreateworlds.net/2017/12/14/the-monuments-of-mars-making-of-como-se-fez-pt-version/

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AVAILABLE FOR ILLUSTRATION WORK

If you are a potential illustration client, if you are looking for a children book artist , concept illustrator or need a freelance artist to work no a pod project even ( I do not descriminate print on demand for sure; I love it ); do not forget to take a look at my illustration portfolio (Fantasy or Childrens Book art ) and I´m always available to discuss future work.
If you have a dream, no matter what your budget is don´t hesitate to contact me and let´s see what we can do.

 

***

luisperesillustrator@gmail.com

***

CONTACT

 

Drawing Tutorial – Part Four – “Planes & viewpoints”

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“Planes & viewpoints”


Which brings us into another very important aspect of creating a good and dynamic scenery or landscape background.

Let´s talk about planes.
And i´m not talking about airplanes, but simply of the natural divisions that you can identify all around you when you contemplate a beautiful view in nature.

No matter where you look, and the vaster the view is you can always divide a scenery into mainly three different planes of view:
– Background
– Middle Ground
– Foreground

Usualy there´s more space for the foreground in my fantasy illustrations than i give it here on this pic but i have a reason for make it like this for now.

When you contemplate a view, you´ll notice that objects that are faraway are all about the same scale. The same goes for the ones that are located in the middle area of the scenery and finally for the ones that are closer to your position.

These are the three planes you need to represent when creating a landscape.
You will never have a really tinny house the size of the one you can see in the distance next to the house near you as that is an impossibility.
Nevertheless many people make the mistake of representing that when trying to create a landscape.

In our example, you have the little house in the horizon as the background, then the two ones with the tree in the middle ground and finally, we follow the guide-lines and we´ve added two new ones and a new tree generated from simple shapes now located outside the canvas and extracted as before.

Usually i make the foreground area bigger, but in this example, i wanted to show you something. If the foreground was bigger we could have filled it with the complete new foreground houses and tree and that would be almost repeating what it´s already done in middle ground.

What i want to show you now, is that, although you have to define an imaginary border for each of your planes and stick to the relative scale of the objects you place inside each of them, you don´t need to respect the top border at all to achieve a technically valid scenery. Particularly when adding foreground scenery elements.

In fact, as long as you respect the scale of the elements you place as foreground pieces of your scenery you can overlap those “secondary borders” of the middle ground and background planes.

Placing elements in a foreground is a great way to give scale to a scenery.
You don´t even have to draw the complete objects for people to identify because you already have similar ones present at your landscape and the mind of the viewer will make that association.

In this example the trees and branches of the foreground are nothing but flat shapes, but you can see they already create a good effect even without volume, simply because the scenery already has depth because of the 3D shape of the houses and so…this is highly subjective, but you can play with this level of details when you place landscape features.

You don´t always have to draw details in everything you place on a scenery.
To avoid the risk of overcrowding your landscape, if you balance between detailed elements and less detailed ones you can still create cool scenery. I use that method for my fantasy landscape illustrations.

Of course, you can also add depth to an element like a tree, more or less the same way you did with the houses.
You see, each tree also has its own grids and guide-lines as well as vanishing points they have to respect inside the landscape and those can also help you to add volume to a tree. More on future tutorials about this. 😉

For now lets stick with the basics and so…lets spread some more trees around inside our landscape.
Notice i always try to respect the scale of each element depending if i´m placing it on the background, middle ground or foreground.
You can also place some big trees to add scale but don´t overdo it. Try to respect the scale of a level plane inside your scenery.

Getting back to the clouds…
You have noticed that they don´t exactly follow a grid pointing into the original little house vanishing point in the center, right ?…

 

Back to the beginning – “Intro

Back to 1 – “Little House on the Grid

Back to 2 – “Going 3D

Back to 3 – “Scenery Takes Shape

Next – “Fluffy clouds in the sky

 

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Drawing Tutorial – Part Two – “Going 3D”

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“Going 3D”


Lets go back to the original grid with the little central house from where you pulled the lines. It´s time to go 3D and create your first landscape feature, using precisely the first imaginary grid we sketched.
In this case we want to add another house. But as it´s located closer to the viewer eyes ,it stands on the ground and very important, in this case we are looking slightly down from an imaginary high point (maybe a hill), you get to see the top of the roof.
If you still only saw the facade then the view would be also different, but more on this ahead too. 😉

The new house looks 3D and with volume. That is simply because i´ve pulled the side lines of the original triangle further back to create some roof faces. Notice i´ve followed precisely the same angle of the imaginary green grid lines ? Well this is the secret to all this and the reason you have to pull them from a vanishing point. It adds depth.

Lets do the same with the other house on the side.
Notice you still have the original house facade intact. You´re only adding additional volume to it in relation to the guide-lines.

See how the left bit of the roof follows exactly the nearby left guide-line ?
See how the right side of the roof does exactly the same related to the next nearby right guide-line in which the house stamps on ?
Also now you can see a right wall on the house because we had to pull more lines from the square shape of the facade to follow the exact same guideline the roof is following.

And because we are looking from slightly above, the roof overlaps a bit of the new wall and you don´t need to pull the top line of the wall face also, because that right side face of the roof already defined the shape of the house when it was aligned with the guide-line. A house pointing into a vanishing point. 😉

This – pointing to vanishing points technique is the trick to place things right on 3D setting. As long you know, which objects relates to its vanishing point you´re on the right track to create all sorts of illustrations you dream of.
Maybe you can get into freelance illustration one of this days too.

Lets take a look at the example where you´re looking slightly up at the little house.
Notice you can see a little bit from underneath the roof ?
Why´s that ?
Is it pointing to the same vanishing point ?

What imaginary guidelines is this roof following ?

Well… these guide-lines. 🙂

As you can see, the lines that define the bottom area of the roof, are also following parallel to the new imaginary guide-lines for the sky.

The angle of these lines determines the depth or perspective in the way the roof looks to the viewer.

Once again you can experiment with grids having different angles to see slightly different depth views. Just remember to always pull lines and faces from an object in a parallel way to your guide-lines originated by the vanishing point you designated for each particular object.

This type of grid works well for a more graphic example like this and it´s good for beginners to get a good sense of how a vanishing point is used to create depth and volume, but as you can see it constrains the whole natural flow of a landscape and can make it a bit unrealistic. Tunnel-vision-style is never a good thing if you want to create a dynamic fantasy landscape or children book scenery.

After all, look around you… you don´t see everything converging into a single point of detph, do you ?

So how do you avoid creating a landscape, background or scenery that has this constraining and unrealistic tunnel view ?

You simply have to build a landscape based on multiple vanishing points. And those points don´t even have to always be associated with an object. Some can even be located outside of your canvas.

See those clouds ? What´s up with those ?

What guide-lines are these floating shapes following then ?!

Well they´re not following that single vanishing point grid for sure. And much less have much to do with the vanishing point on which the little house was built with depth.

At least at first glance.
Keep on reading and forget about the clouds for a moment.
Lets focus on the actual landscape ground elements.

More on clouds later.

 

Back to the beginning – “Intro

Back to 1 – “Little House on the Grid

Next – “Scenery takes shape

 

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Drawing Tutorial – Part One – “Little house on the grid”

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“Little house on the grid”


Ok, perspective…don´t cringe now.
It goes like this. No matter where you look at in nature or all around you you can always pull some imaginary straight lines from inside a central point of a feature you´re looking at.
And the only way to pull dozens of imaginary lines in your direction that don´t overlap each other is to give them diferent angles.

The degree of each angle does not matter now but it´s useful that you make sure you imagine the lines on your left to have the same inclination as the ones you pull on the right, just so that you can have a nice grid and not make a mess right at the foundation of what you´re going to use to grow a scenery out of it.
As you have to make sure these lines do not overlap naturaly as you spread them from a single point to the side they create that sense of 3D space because they endup occupying all the ground area of your pic.

So far so good, right ? You´ve created a little house on the horizon, you´ve pulled those imaginary lines on the ground and all the 3D effect is looking good.
But what happens if you want to add another house on the side ? Do you use the same lines you pulled from the central little house ?
And why did you pull those lines in the first place ?!
Well, more on this ahead, but for now you just place another house on the side right on top of the horizon and pull more lines from it.

You start by pulling a straight line right from underneath as you did on the original house, and then keep pulling lines to its sides.
This creates another grid that overlaps the original one. Don´t worry, this is what you want, only you don´t just know it yet.
Notice those original horizontal lines parallel to the horizon wich make the original green grid ? The closer to you, the bigger the spaces between them and as you have those you don´t need to create more to represent the floor.

Those central points on each feature from where you are pulling those imaginary lines, are what´s usualy called “vanishing points” and they´re one of the most important things you need to focus on when you´re creating a landscape, perhaps to illustrate a childrenbook or rendering a simple view.
A complex scenery can end up having dozens of individual vanishing points as each feature you want to put on the scenery needs those points (and their guide-lines) to be correctely placed on a 3D ground while relating well to the other scenery elements you have.
Are you cringing now ? It´s not that dificult. 😉

Look at my little house there. This is the most simple way to have a landscape. Ok, it´s not that impressive, but even with only the house and the guide lines, you already have a 3D space that people will imediatly recognize.

And all this without even adding anything else to the scenery. Anyone looks at this and imagines a house, the ground area and sky.

Then again, raise the horizon level and you get plenty more of ground area to fill in later.

The angle of the pulled imaginary lines from the vanishing point also determines the angle in wich the viewer is seeing your scenery.
If i had placed those pulled lines in a more tigh angle to the central one right from underneath the house the floor would look much more inclined that it is now.

If you don´t get what i´m saying, try to pull some lines with diferent inclination to see the illusion effect you get.

In this case i´ve spread those lines in a more wide angle across the canvas and so my ground area became less inclinated than the one from the other example above independently of the fact that this is the version with the horizon placed up.

The angle in wich you pull the imaginary lines from each vanishing point determines the illusion of looking down in a balanced way or creates the effect of a really high straightforward drop.

Experiment with pulling those lines from an object and try to create all sorts of grids yourselves to get a more realistic idea of what i´m trying to explain here. 😉

And of course this is the version with lots of sky area to fill in.
How do you fill in that area in a realistic way ?
Oh, yes, once again…perspective and vanishing points and some new imaginary grids to place things in. Mostly clouds.

More on this later, at the right time.

 

Back – “Intro

Next – “Going 3D

 

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