GameArt Spotlight #53
"Bio Deathborg" by Costas Koniotis
Image details
- Title: Bio Deathborg
- Gallery ID: 00708
- Artist name: Costas Koniotis
- Posting date: 1999-09-27 (a Monday)
- Artist website: http://www.3dpalette.org/coskoniotis
- Tags: quake2, quake, 2, monsters, fire, hell, satan, mechs, paintings
- Image size: 52.1 KB
- Votes: 21
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Spotlight article
Firstly I draw my artwork on paper and then scan it up. If you prefer to do it straight onto the comp that's cool, it's just I dont have a graphic tablet and have to use the mouse. I prefer working on pen sketches rather than pencil because I find them easier to work on, but I'll leave that up to you. If you are scanning up your image, convert it to greyscale and use the "Levels" or "Brightness + Contrast" to get rid of grey area's and convert back to RGB or CMYK.
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So now time for some colour. Create a new layer and set that to multiply, now you can colour freely on that layer without losing the black outline. Because I wanted the borg to look damaged and not like it just stepped out of a toyshop =) I used a rock texture on a new layer set that to softlight, then played with the opacity and colour till it kinda fitted. Textures really help if your going for a more realistic gritty type of look which is what I wanted for this pic.
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Next step is to get it looking more 3D, for this I use the Burn, Dodge, Smudge and Cloning tools set at different options to get slightly different effects and using a feathered brush to get a more blended look. For this actual piece I used the Burn set to midtones for the shadow, the Dodge set to highlights for the lighting, then used the smudge and clone tools for neatening areas.
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Well apart from the skin which I used the same shading method on, I wanted the suit to look more wartorn. The way I did this was duplicating the layer, erased the head and arm, then experimented on it with the filters. I settled for Glowing edges, setting the layer to difference and lowering the opacity which kinda worked out, then I rubbed out certain area's so it didn't look overdone.
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I decided using a combination of my artwork, photo's and filters would be best for creating the background. The floor was just drawn in plain colour, textured and shaded. The fire was a photo of smoke which was distorted and altered using Levels and Colour options. Then I painted into the background and used the filter Paint Daubs to get the look I wanted. The shadow on the ground I painted onto a new layer and set to low opacity. To light the borg I made another new layer and painted in the lit areas, experiment with the layer options for this bit. Then I adjusted the colours and levels for the final touch.
Text written by Costas Koniotis for GameArt.com