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- title: Making of MediaGoblin "Rise of the RoboGoblins" release artwork
- date: 2012-05-02 01:35
- tags: mediagoblin, art, release art, robogoblins, robots, contributor drawing, gimp, blender
- author: Christine Lemmer-Webber
- slug: making-of-mediagoblin-rise-of-the-robogoblins
- ---
- <p class="centered">
- <a href="/etc/images/blog/robot_goblin_assemblage.png">
- <img src="/etc/images/blog/robot_goblin_assemblage-scaled.png" alt="MediaGoblin 0.3.0 release artwork" />
- </a>
- </p>
- <p>We just made another release of <a href="http://mediagoblin.org">GNU MediaGoblin</a>:
- <a href="http://mediagoblin.org/news/mediagoblin-0.3.0-rise-of-the-robogoblins.html">0.3.0,
- "Rise of the RoboGoblins"</a>! We've had "release artwork" for a
- while, ever since Jef van Schendel made the banner for
- our <a href="http://mediagoblin.org/news/version-003--talking-in-rainbows">0.0.3,
- "Talking in Rainbows"</a> release, but recently I've been doing the
- artwork. The last few releases have come out with release artwork
- that is both more complex than my usual work, but also with results
- that I'm extremely proud of. In a certain sense, it's silly to spend
- so much time on release artwork. Sure, people seem to like it. But
- on the other hand, I probably could be coding. But my life has also
- been both at work and in hobby space more and more of "hacker
- management" work (as in, both doing programming as a hacker and
- managing projects that hackers work on) and it's nice to get some time
- in to do artwork for fun.</p>
- <p>Anyway, several people have commented that they really like the
- artwork for this release, I've been meaning to write up a blogpost
- showing how I do artwork, and there are a couple of interesting
- aspects to the artwork in this release, so now seems like an opportune
- time to give a brief overview of the process.</p>
- <p>First of all, materials. Excepting a minor bit of Blender
- assistance, I did everything in the GIMP for this release. I have an
- Intuos 2 wacom tablet that I use on my desktop, and I've used that as
- my primary art tool for almost a decade(!) now, but earlier this year
- I got a Thinkpad X220 laptop/tablet hybrid (with gorilla glass screen
- for scratch resistance while drawing; definitely recommended if you do
- much artwork on the go) and I do almost all my artwork on there these
- days. In fact, most of the artwork for this release was done from the
- car (Morgan was driving, of course).</p>
- <p>I knew I wanted to go with the name "Rise of the RoboGoblins" for
- this release, both because I thought it fit in a very silly and
- abstract way, and because I knew I had some ideas for artwork that
- could go with it. I didn't have extremely specific ideas for the
- artwork, just that I wanted a group of robot goblins bravely standing
- around. So first step, figure out what those robots look like.</p>
- <p class="centered">
- <img src="/etc/images/blog/mediagoblin_0.3.0_character_sketches.png" alt="MediaGoblin 0.3.0 release artwork, character sketches" />
- </p>
- <p>This is typically what my canvas looks like when I'm sketching out
- ideas. When I sketch for ideas I usually do a bunch of small drawings
- on a moderate/smallish canvas resolution. Fast and loose sketches,
- see what sticks. In this case, as I came up with robot designed I
- liked I moved them over to the side. I usually don't bother to clean
- up files like this very much. I use the pen tool for this, as I do
- for pretty much all my sketching and outlining.</p>
- <p>Now that I knew what the characters looked like, I wanted to figure
- out where to place them. I had a pretty good idea of the character
- sizes based off of thinking bout the character sketches above, so I
- did a quick and rough sketch of things in an 800x600 canvas.</p>
- <p class="centered">
- <img src="/etc/images/blog/robot_goblin_assemblage_sketch.png" alt="Robot goblin assemblage sketch" />
- </p>
- <p>This looked pretty good to me, and I had a pretty decent sense of
- the composition and perspective. Yes, on its own, the above sketch
- looks like crap. But it isn't meant to be evaluated on its own; it's
- just a guide for me and me alone.</p>
- <p>There's only one problem: I'm terrible at perspective. Or, that
- is, I can do perspective when it's just one object, but the moment I
- start to put a bunch of objects in a scene I start overworrying about
- the structure of perspective and tend to overcompensate. Luckily, I
- had a trick up my sleeve that I used in our previous
- release, <a href="http://mediagoblin.org/news/mediagoblin-0.2.1-gearing-up.html">0.2.1,
- "Gearing Up"</a>:
- </p>
- <p class="centered">
- <img src="/etc/images/blog/suit_goblin_leader_cubescene.png" alt="Gearing Up character, with blender cube scene" />
- </p>
- <p>Basically, taking a cue from the wonderful
- <a href="http://www.blender3d.org/e-shop/product_info_n.php?products_id=134">Blend
- & Paint</a> training DVD, I made a minimal scene in Blender to figure
- out the perspective, then used that as a background layer to guide me
- in the shapes and perspective of my artwork. (Thanks to my good
- friend <a href="http://lunpa.org/">Lunpa</a> for suggesting this
- technique probably would work with my artwork as well.) As you can
- see, the shapes are super, super basic in the blender scene. I don't
- need anything complex, I just need to know where things are. So, by
- that same principle, all I really needed was to line up some cubes on
- a plane with some simple three point lighting. So I did just that:</p>
- <p class="centered">
- <a href="/etc/images/blog/robogoblin_blender_screenshot.png">
- <img src="/etc/images/blog/robogoblin_blender_screenshot-scaled.png" alt="Screenshot of blender with robogoblin perspective sketch loaded" />
- </a>
- </p>
- <p>Now that we have that, it's just a simple matter of rendering that,
- scaling up our canvas on the perspective sketch image to three times
- what our end result will be (2400x1800 for an 800x600 scene), and
- adding the blender render as a layer for "guidance". I duplicate the
- "perspective sketch" layer, move things into place, and refine the
- sketches a bit so when I do the next draw-over it'll be a bit clearer
- where things go.</p>
- <p class="centered">
- <a href="/etc/images/blog/robogoblin_roughsketch_on_render.png">
- <img src="/etc/images/blog/robogoblin_roughsketch_on_render-scaled.png" alt="Screenshot of blender with robogoblin perspective sketch loaded" />
- </a>
- </p>
- <p>So now we have that, but the outlines are nowhere near what we want
- here; this is just guidance stuff still. I create a new layer to
- create another sketch with more details. At this point my desktop
- looks a bit like this:</p>
- <p class="centered">
- <a href="/etc/images/blog/robot_goblin_assemblage-desktop_wip.png">
- <img src="/etc/images/blog/robot_goblin_assemblage-desktop_wip-scaled.png" alt="My desktop as I'm sketching out the 'robogoblin assemblage'" />
- </a>
- </p>
- <p>At this point the details are shaping up pretty nicely. However,
- the middle-left character still looks a bit rough comparatively. So I
- do three things: make a new layer to draw final outlines over the
- sketchy but mostly correctly shaped outline ones, make a layer to
- block in color, and make a layer to go under that which I just paint
- white so we don't have accidental transparency in spots (I use a
- pressure sensitive pen and like a bit of the painterliness that comes
- from using an opacity-varying brush).</p>
- <p class="centered">
- <a href="/etc/images/blog/robot_goblin_assemblage-desktop_wip-scaled.png">
- <img src="/etc/images/blog/robot_goblin_earlycolors-scaled.png" alt="Early colors for the robogoblin crew" />
- </a>
- </p>
- <p>Once that's done, it's time to start shading things in (at this
- point we have colors, but they're pretty flat). Only one thing: I'd
- like to be able to have reasonably accurate ideas of where the shading
- could be. Luckily we already have a Blender scene set up for this, so
- I swap out the cubes for Suzanne (the Blender pseudo-mascot monkey)
- heads:</p>
- <p class="centered">
- <a href="/etc/images/blog/monkey_lighting.png">
- <img src="/etc/images/blog/monkey_lighting-scaled.png" alt="Monkey lighting!" />
- </a>
- </p>
- <p>At this point, we're set to shade things in. Really, my method of
- shading is pretty lazy... I use a circle brush with the burn/dodge
- tool in the GIMP and "paint in" shadows and highlights with some
- cleanups and minor detail with the paintbrush and airbrush. The rest
- of the work is making the background (I used the plane from the
- blender scene with a conical gradient to give a bit more shadow moving
- toward the focal point) and some slight color adjustments with the
- curve tool. I sketch in the shadows at their feet using the pen tool
- and the cube scene for guidance, add the text, and I'm done!</p>
- <p class="centered">
- <a href="/etc/images/blog/mediagoblin_0.3.0_finaldrawing_desktop.png">
- <img src="/etc/images/blog/mediagoblin_0.3.0_finaldrawing_desktop-scaled.png" alt="My desktop at the end of the drawing process" />
- </a>
- </p>
- <p>So that's pretty much it! If you want to follow around or play
- with it, feel free
- to <a href="/etc/images/blog/robot_goblin_assemblage.xcf">download the
- source XCF file</a>. (To avoid ambiguity,
- it's <a href="http://creativecommons.org/licenses/by-sa/3.0/">CC BY-SA
- 3.0</a>.) Not all my artwork is as intensive as this one is, but I'm
- very pleased with how it came out, anyway. Not bad for someone who
- doesn't have formal training, amirite?</p>
- <p>And now, a minor tangent. One of the biggest joys of MediaGoblin
- development is really working with the incredible, incredible
- community of contributors and users we have. I've started a thing
- called <a href="http://mediagoblin.org/news/contributor-drawings.html">contributor
- drawings</a> to give thanks to people who have done a lot for the
- project. Sadly, I'm pretty slow at getting them done. But I was
- pretty pleased with the way this artwork came out... indeed, I tend to
- think it's some of the best artwork I've ever done. So now I want to
- take the opportunity to dedicate this piece to a particular community
- member... Jef van Schendel is our lead graphic designer and is
- responsible for MediaGoblin's primary look and feel. I felt it was
- appropriate to dedicate the piece I thought was the best of my artwork
- to the person responsible for MediaGoblin's design (and also the
- person who started the MediaGoblin release art tradition!) and I'm
- happy to say that Jef accepted this as his contributor drawing.
- Thanks for everything you've done, Jef! MediaGoblin wouldn't look
- nearly as awesome without you.</p>
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