A character is incomplete without its costumes, props and environment. Especially if it belongs to the world of fantasy. Therefore, to render a character in totality, one should be very clear of its complete image right from the beginning. Concept artist Milton Das explains creating an artwork of a warrior, complete with its accessories. Here is the step by step process.
Started with an empty canvas. As a practice, avoided using white. So filled it with dark blue green. This would be the base colour.
Added some rough ground colours. Also, darkened the edges of the frame so that the eye didn’t wander off. Since the composition would have most of its highlight at the centre, didn’t put any other element towards the edge. Blocked in the rough mass of the character.
Added a bit of details and a secondary light source below the legs.
After a satisfactory pose was struck, started to fill in areas. But avoided rendering every place of the image. One should place points of interest at even places. So that despite the eyes moving off, they would find something interesting to look at and eventually come back to the main focal area.
Fixed the overall composition. Also, made the edges of the twin blades pointing backwards which further reduced the chance of the eyes moving elsewhere. Did some colour corrections and added a stronger light coming from below.
Added some more elements in the background. Fleshed out the dead monster a bit and added some inscriptions on the sword. Time to render the details.
Started with the sword first. It is human nature to look at things the main character is looking at. So added two faces in the lower left corner to balance the large hydra (the 3-headed snake) from taking away viewer’s attention. Noticed that the left hand side of the image felt a bit heavy.
Balanced the composition by adding 3 heads on the right. Rendered the lower blade with flames. Also, worked a bit on the armour. Lastly, added a bit of yellow on the parts that got light from the weapon. Made a point to not use burn and dodge tools while drawing the flames lest they went out of control. Used a soft brush to define the glow then did the details with a hard round brush.
Rendered the armour and added smaller details. Changed the hair because it was looking a bit too stiff. One would require a lot of patience while detailing this part.
Finally, did some colour corrections. Copied the whole image and pasted it in a new layer to apply the effects. One could also use a masked layer to do this. Arrived at the final image.
Published in Issue 16
We always wish we had someone to show us the right way of doing things when we were starting our professional journey. And that’s why we have based this issue on graduates. The cover feature is an ensemble of advice from top names of the industry. We have also showcased few talented fresh graduates from across the country, keeping with the theme. You’ll find Tom J Manning and Pallavi Sen share their international exposure as well as insights behind their unique approach. Also featuring Shreya Shetty, a prominent concept artist, who shares the secret behind the believable characters she creates. She believes, with practice and patience, anyone can be a good artist.
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