making-of-mediagoblin-rise-of-the-robogoblins.html 10 KB

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  1. title: Making of MediaGoblin "Rise of the RoboGoblins" release artwork
  2. date: 2012-05-02 01:35
  3. tags: mediagoblin, art, release art, robogoblins, robots, contributor drawing, gimp, blender
  4. author: Christine Lemmer-Webber
  5. slug: making-of-mediagoblin-rise-of-the-robogoblins
  6. ---
  7. <p class="centered">
  8. <a href="/etc/images/blog/robot_goblin_assemblage.png">
  9. <img src="/etc/images/blog/robot_goblin_assemblage-scaled.png" alt="MediaGoblin 0.3.0 release artwork" />
  10. </a>
  11. </p>
  12. <p>We just made another release of <a href="http://mediagoblin.org">GNU MediaGoblin</a>:
  13. <a href="http://mediagoblin.org/news/mediagoblin-0.3.0-rise-of-the-robogoblins.html">0.3.0,
  14. "Rise of the RoboGoblins"</a>! We've had "release artwork" for a
  15. while, ever since Jef van Schendel made the banner for
  16. our <a href="http://mediagoblin.org/news/version-003--talking-in-rainbows">0.0.3,
  17. "Talking in Rainbows"</a> release, but recently I've been doing the
  18. artwork. The last few releases have come out with release artwork
  19. that is both more complex than my usual work, but also with results
  20. that I'm extremely proud of. In a certain sense, it's silly to spend
  21. so much time on release artwork. Sure, people seem to like it. But
  22. on the other hand, I probably could be coding. But my life has also
  23. been both at work and in hobby space more and more of "hacker
  24. management" work (as in, both doing programming as a hacker and
  25. managing projects that hackers work on) and it's nice to get some time
  26. in to do artwork for fun.</p>
  27. <p>Anyway, several people have commented that they really like the
  28. artwork for this release, I've been meaning to write up a blogpost
  29. showing how I do artwork, and there are a couple of interesting
  30. aspects to the artwork in this release, so now seems like an opportune
  31. time to give a brief overview of the process.</p>
  32. <p>First of all, materials. Excepting a minor bit of Blender
  33. assistance, I did everything in the GIMP for this release. I have an
  34. Intuos 2 wacom tablet that I use on my desktop, and I've used that as
  35. my primary art tool for almost a decade(!) now, but earlier this year
  36. I got a Thinkpad X220 laptop/tablet hybrid (with gorilla glass screen
  37. for scratch resistance while drawing; definitely recommended if you do
  38. much artwork on the go) and I do almost all my artwork on there these
  39. days. In fact, most of the artwork for this release was done from the
  40. car (Morgan was driving, of course).</p>
  41. <p>I knew I wanted to go with the name "Rise of the RoboGoblins" for
  42. this release, both because I thought it fit in a very silly and
  43. abstract way, and because I knew I had some ideas for artwork that
  44. could go with it. I didn't have extremely specific ideas for the
  45. artwork, just that I wanted a group of robot goblins bravely standing
  46. around. So first step, figure out what those robots look like.</p>
  47. <p class="centered">
  48. <img src="/etc/images/blog/mediagoblin_0.3.0_character_sketches.png" alt="MediaGoblin 0.3.0 release artwork, character sketches" />
  49. </p>
  50. <p>This is typically what my canvas looks like when I'm sketching out
  51. ideas. When I sketch for ideas I usually do a bunch of small drawings
  52. on a moderate/smallish canvas resolution. Fast and loose sketches,
  53. see what sticks. In this case, as I came up with robot designed I
  54. liked I moved them over to the side. I usually don't bother to clean
  55. up files like this very much. I use the pen tool for this, as I do
  56. for pretty much all my sketching and outlining.</p>
  57. <p>Now that I knew what the characters looked like, I wanted to figure
  58. out where to place them. I had a pretty good idea of the character
  59. sizes based off of thinking bout the character sketches above, so I
  60. did a quick and rough sketch of things in an 800x600 canvas.</p>
  61. <p class="centered">
  62. <img src="/etc/images/blog/robot_goblin_assemblage_sketch.png" alt="Robot goblin assemblage sketch" />
  63. </p>
  64. <p>This looked pretty good to me, and I had a pretty decent sense of
  65. the composition and perspective. Yes, on its own, the above sketch
  66. looks like crap. But it isn't meant to be evaluated on its own; it's
  67. just a guide for me and me alone.</p>
  68. <p>There's only one problem: I'm terrible at perspective. Or, that
  69. is, I can do perspective when it's just one object, but the moment I
  70. start to put a bunch of objects in a scene I start overworrying about
  71. the structure of perspective and tend to overcompensate. Luckily, I
  72. had a trick up my sleeve that I used in our previous
  73. release, <a href="http://mediagoblin.org/news/mediagoblin-0.2.1-gearing-up.html">0.2.1,
  74. "Gearing Up"</a>:
  75. </p>
  76. <p class="centered">
  77. <img src="/etc/images/blog/suit_goblin_leader_cubescene.png" alt="Gearing Up character, with blender cube scene" />
  78. </p>
  79. <p>Basically, taking a cue from the wonderful
  80. <a href="http://www.blender3d.org/e-shop/product_info_n.php?products_id=134">Blend
  81. &amp; Paint</a> training DVD, I made a minimal scene in Blender to figure
  82. out the perspective, then used that as a background layer to guide me
  83. in the shapes and perspective of my artwork. (Thanks to my good
  84. friend <a href="http://lunpa.org/">Lunpa</a> for suggesting this
  85. technique probably would work with my artwork as well.) As you can
  86. see, the shapes are super, super basic in the blender scene. I don't
  87. need anything complex, I just need to know where things are. So, by
  88. that same principle, all I really needed was to line up some cubes on
  89. a plane with some simple three point lighting. So I did just that:</p>
  90. <p class="centered">
  91. <a href="/etc/images/blog/robogoblin_blender_screenshot.png">
  92. <img src="/etc/images/blog/robogoblin_blender_screenshot-scaled.png" alt="Screenshot of blender with robogoblin perspective sketch loaded" />
  93. </a>
  94. </p>
  95. <p>Now that we have that, it's just a simple matter of rendering that,
  96. scaling up our canvas on the perspective sketch image to three times
  97. what our end result will be (2400x1800 for an 800x600 scene), and
  98. adding the blender render as a layer for "guidance". I duplicate the
  99. "perspective sketch" layer, move things into place, and refine the
  100. sketches a bit so when I do the next draw-over it'll be a bit clearer
  101. where things go.</p>
  102. <p class="centered">
  103. <a href="/etc/images/blog/robogoblin_roughsketch_on_render.png">
  104. <img src="/etc/images/blog/robogoblin_roughsketch_on_render-scaled.png" alt="Screenshot of blender with robogoblin perspective sketch loaded" />
  105. </a>
  106. </p>
  107. <p>So now we have that, but the outlines are nowhere near what we want
  108. here; this is just guidance stuff still. I create a new layer to
  109. create another sketch with more details. At this point my desktop
  110. looks a bit like this:</p>
  111. <p class="centered">
  112. <a href="/etc/images/blog/robot_goblin_assemblage-desktop_wip.png">
  113. <img src="/etc/images/blog/robot_goblin_assemblage-desktop_wip-scaled.png" alt="My desktop as I'm sketching out the 'robogoblin assemblage'" />
  114. </a>
  115. </p>
  116. <p>At this point the details are shaping up pretty nicely. However,
  117. the middle-left character still looks a bit rough comparatively. So I
  118. do three things: make a new layer to draw final outlines over the
  119. sketchy but mostly correctly shaped outline ones, make a layer to
  120. block in color, and make a layer to go under that which I just paint
  121. white so we don't have accidental transparency in spots (I use a
  122. pressure sensitive pen and like a bit of the painterliness that comes
  123. from using an opacity-varying brush).</p>
  124. <p class="centered">
  125. <a href="/etc/images/blog/robot_goblin_assemblage-desktop_wip-scaled.png">
  126. <img src="/etc/images/blog/robot_goblin_earlycolors-scaled.png" alt="Early colors for the robogoblin crew" />
  127. </a>
  128. </p>
  129. <p>Once that's done, it's time to start shading things in (at this
  130. point we have colors, but they're pretty flat). Only one thing: I'd
  131. like to be able to have reasonably accurate ideas of where the shading
  132. could be. Luckily we already have a Blender scene set up for this, so
  133. I swap out the cubes for Suzanne (the Blender pseudo-mascot monkey)
  134. heads:</p>
  135. <p class="centered">
  136. <a href="/etc/images/blog/monkey_lighting.png">
  137. <img src="/etc/images/blog/monkey_lighting-scaled.png" alt="Monkey lighting!" />
  138. </a>
  139. </p>
  140. <p>At this point, we're set to shade things in. Really, my method of
  141. shading is pretty lazy... I use a circle brush with the burn/dodge
  142. tool in the GIMP and "paint in" shadows and highlights with some
  143. cleanups and minor detail with the paintbrush and airbrush. The rest
  144. of the work is making the background (I used the plane from the
  145. blender scene with a conical gradient to give a bit more shadow moving
  146. toward the focal point) and some slight color adjustments with the
  147. curve tool. I sketch in the shadows at their feet using the pen tool
  148. and the cube scene for guidance, add the text, and I'm done!</p>
  149. <p class="centered">
  150. <a href="/etc/images/blog/mediagoblin_0.3.0_finaldrawing_desktop.png">
  151. <img src="/etc/images/blog/mediagoblin_0.3.0_finaldrawing_desktop-scaled.png" alt="My desktop at the end of the drawing process" />
  152. </a>
  153. </p>
  154. <p>So that's pretty much it! If you want to follow around or play
  155. with it, feel free
  156. to <a href="/etc/images/blog/robot_goblin_assemblage.xcf">download the
  157. source XCF file</a>. (To avoid ambiguity,
  158. it's <a href="http://creativecommons.org/licenses/by-sa/3.0/">CC BY-SA
  159. 3.0</a>.) Not all my artwork is as intensive as this one is, but I'm
  160. very pleased with how it came out, anyway. Not bad for someone who
  161. doesn't have formal training, amirite?</p>
  162. <p>And now, a minor tangent. One of the biggest joys of MediaGoblin
  163. development is really working with the incredible, incredible
  164. community of contributors and users we have. I've started a thing
  165. called <a href="http://mediagoblin.org/news/contributor-drawings.html">contributor
  166. drawings</a> to give thanks to people who have done a lot for the
  167. project. Sadly, I'm pretty slow at getting them done. But I was
  168. pretty pleased with the way this artwork came out... indeed, I tend to
  169. think it's some of the best artwork I've ever done. So now I want to
  170. take the opportunity to dedicate this piece to a particular community
  171. member... Jef van Schendel is our lead graphic designer and is
  172. responsible for MediaGoblin's primary look and feel. I felt it was
  173. appropriate to dedicate the piece I thought was the best of my artwork
  174. to the person responsible for MediaGoblin's design (and also the
  175. person who started the MediaGoblin release art tradition!) and I'm
  176. happy to say that Jef accepted this as his contributor drawing.
  177. Thanks for everything you've done, Jef! MediaGoblin wouldn't look
  178. nearly as awesome without you.</p>