Enviroment Support Group


#341

[b]V: Additional Types of Composition

[/b]In parts I to IV, we defined how to approach the basis of any enviroment painting in terms of workflow using a deconstruction method. Know, that in practise, artist will skip and jump to and fro various steps and repeat the methodology again and again.

Let us summarise and expand on these precepts before adding the next crucial element, perspective. for a painting is incomplete without the right perspective for which to frame a believable 3 Dimensional volume, space and form.

I: Format

  • Choose a format type: landscape, rectangular or portrait

II: Design Plan
- Group in various abstract shapes and forms. Once a definate plan of attack is made, proceed further and define these shapes and masses. To help, you have the following tools of composition to aid (think of composition as cutting out various objects of importance around a set format/frame to aesthetically finalise your look)

III: Focal Points

[ol]
[li]Rule of 1/3rd - states that you have four main areas of focus[/li][li]2nd hidden rule - it appears that 1/4ths work around the area of focus[/li][li]3rd hidden rule - if you have a symetrical object, place only 1/4th of it in the picture, as the brain computes the remaining 3/4ths automatically[/li][li]Golden ratio - states that any form of architecture, organic forms, beauty, music has a tendency to follow the flow of the Fibronacci spiral sequence. This can be useful to define a composition further by stressing areas of importance and sub importance, especially within a perspective view[/li][/ol]IV: Types of composition

Various paintings can be best examplified towards various shapes. Here is what Philip Straub explains some of these shapes to be:
[ol]
[li]Circular: The composition leads perspectively in a circular manner towards a foci[/li][li]Radially: Core elements spread out like the spokes of the wheel from a vanishing point[/li][li]L : The composition is structured towards repeating patterns of an L (a hidden form of the rectangular golden ratio)[/li][li]Cross: Symetrical paitnings eg. sky and horizon, landscape and reflection can utilise this best[/li][li]Iconic: A central core object of interest is placed centrally, like a towering beacon of light towards which the eye looks towards. Frank Frazetta uses this approach for his Conan paintings a lot[/li][li]Triangular/V: Repeating and receeding patterns of V or triangular shapes can be appealing. Good for trenches and large landscapes[/li][/ol]Traditional classes will tell you that types of composition can be broken down into

[ol]
[li]Symmetrical compositions: convey a sense of stability. Rg. A vertical line bisecting an image would create two equal halves that are mirror images of one another.[/li][li]Asymmetrical compositions: often convey a sense of movement since the elements of the composition are unbalanced.[/li][li]Using Line: A line is an identifiable path created by a point moving in space. It is one-dimensional and can vary in width, direction, and length. Lines often define the edges of a form. Lines can be horizontal, vertical, or diagonal, straight or curved, thick or thin. They lead your eye around the composition and can communicate information through their character and direction.[/li][li]Horizontal lines suggest a feeling of rest or repose because objects parallel to the earth are at rest.[/li][li]Vertical lines often communicate a sense of height because they are perpendicular to the earth, extending upwards toward the sky.[/li][li]Horizontal and vertical lines used in combination communicate stability and solidity.[/li][li]Diagonal lines convey a feeling of movement. Objects in a diagonal position are unstable. Because they are neither vertical nor horizontal, they are either about to fall or are already in motion.[/li][li]The curve: The curve of a line can convey energy. Soft, shallow curves recall the curves of the human body and often have a pleasing, sensual quality and a softening effect on the composition. Sharply curved or twisted lines can convey turmoil, chaos, and even violence.[/li][li]Parallel lines: When repeated, lines can create a pattern.[/li][/ol]To convey a sense of three dimensionality, one must consider shape and form

Shape and form

Shape and form define objects in space. Shapes have two dimensions—height and width—and are usually defined by lines. Forms exist in three dimensions, with height, width, and depth.

[ul]
[li]Shape has only height and width. Shape is usually, though not always, defined by line, which can provide its contour.[/li][/ul]
[ul]
[li]Form has depth as well as width and height. Three-dimensional form is the basis of sculpture, furniture, and decorative arts.[/li][/ul]
Geometric and Organic shapes

[ul]
[li]Geometric shapes and forms include mathematical, named shapes such as squares, rectangles, circles, cubes, spheres, and cones. Geometric shapes and forms are often man-made.[/li][/ul]
[ul]
[li]Organic shapes and forms are typically irregular or asymmetrical. Organic shapes are often found in nature, but man-made shapes can also imitate organic forms.[/li][/ul] Repeat your shapes sufficiently, and you create pattern

Space: Positive and Negative

Real space is three-dimensional. Space in a work of art refers to a feeling of depth or three dimensions. It can also refer to the artist’s use of the area within the picture plane. The area around the primary objects in a work of art is known as negative space, while the space occupied by the primary objects is known as positive space.


#342

Earendil,

koshime will probably be going to hammer this one home to you with a drool-over-a-ble paintover, but in the meantime…

there’s several ways of giving depth information in any image:

  • the use of perspective, scaling things up or down according to their location and size as well as positioning them right in the first place.

  • the use of contrast: the tonal range is highest not only where light directly hits objects (as opposed to being low in the shades), but also near to the viewer! That means that tonal range should slowly decrease when proceeding into the depth of the image. Near the horizon, or very far away, objects would only faintly be recognizable against the atmospheric haze. Same objects could be rendered with full tonal range when near to the viewer

  • sharpness: this is due to the age of photography and movies. The human brain is capable of giving you the impression that you can render your view with an unlimited depth of field. On film, however, you can clearly see how things tend to be out of focus and unsharp when they are out of the depth of field.

things that push objects away from us:

  • decreasing tonal range
  • sizing down
  • blurring
  • lower contrast to backdrop/atmosphere

things that emphasize nearby objects

  • increasing tonal range
  • scaling up
  • sharp crisp lines and contours
  • high contrast to backdrop and far away objects

you can clearly see, BTW, how I failed to mind these things in my thumbnail…

:banghead:

:scream:


#343

I did this image today,
while not quite steampunk, I wanted to show you that even for myself , contrast can be an issue.

Initial concept - contrast ok, perspective okaish, lighting so so, colours ok

[b]Finished illustration

  • [/b]I need to decide which side gets more light, and provide a better contrast via darker saturated colours and lighter lights



#344

Waw! Koshime Great work!
Thanks to your comment.
It is my next tumbs.


#345

Hey everyone, these are some thumbs that I’ve been working on. I’m favoring the second one. The others don’t seem so interesting. I’m imagining mostly airships but I like the big steam beast tearing into a clock tower too.


#346

i sooooo want to be able to draw that koshime:) awesome concept painting:) please please push me lol lol till i can do that lol lol im almost done with my first paint up :slight_smile: i read back through the post on the coloring part:) but messed up the color layers lol and the process of work flow… so i had to paint by hand lol i have still yet to deal with making it look steam punky enough:) especally after seeing those new thumbs :slight_smile: great work !! illl post soon my progress


#347

i did my best to fix the perspective :slight_smile: it was way off from my last thumb^^ there’s still a few issues i see:( im thinking of expanding the whole thing another 100% to finish it + expanding the sky up!!! so i can try to nail the steam punk concept better. I want to go for a real dynamic perspective on it !!! to help practice:) but am struggling ,as im way out of my element:) i have sure learned a ton already
…100%

…75%

any advice on things?


#348

Hi everyone,

I am using someone else’s PC to check this thread out while away from home…:smiley:

PixlProphet: looks fine… I am just curious to watch this unfold.

I took my doodle tools with me and will try to do a few more thumbnails with the help of some more googled ref of victorian station halls and will post em when I am back.

keep posting, I want some entertainment while I am gone…:scream:


#349


heres the lil sketch i did thinking about the victorian theme… im a lil confused in what to put in the train station and the composition


#350

great start Maui:) i think your composition looks fine :slight_smile: just have fun with your inside of the station :slight_smile: im sure will here from koshime soon :slight_smile: good job


#351

Maui > just have fun, and we’ll crit as we go along. the main aim is to generate ideas first, then worry about working on making the thumb look better and then into perspective.

Pxlprophet > great start there and in colour as well. Sometimes, if you paint at 50 or 25% magnification, perspective becomes easier. The buildings on the left are not quite right. This is because,as a 3D object, there is a missing 2nd vanishing point.


#352

ok got 4 thumbs done.

and I’m astunned by the concept you presented koshime, is it done in B/W first?


#353

thanks for the c&c all… great colours and composition PXLpropheT.
really cool thumbs Stahr, like the style


#354

Sthar > Some beautiful thumbs there buddy. I like the top left the best for a colour illustration, although the bottom right is also very evocative. You’ve pretty much have some great perspective and values already. Now the tricky bit to add colour. There are many methods how to add colour, but with CS3, its easier (add colour tint to a B7W image).

In CS2: you can best add colours via the Layers > curve/ colour balance function. This can powerfully add in colours whilst not destroying the heirachy of values you’ve established in your greyscale tonal work.

For an example,
of how I did the recent skybarge piece

Allowing paintings to grow

In the next step, I’m going to bastardise the painting above and expand on it.
It is literally, copy, paste, flip vertically, then paint everything out till you mold it into a new composition

Allowing paintings to grow

In the next step, I’m going to deconstruct the painting above and expand on it.
It is literally, copy, paste, flip vertically, then paint everything out till you mold it into a new composition


#355

Hi there,

back from the weekend. I did a few more thumbs with pencil, pen and ink and concept markers and also (when the markers dried out on me…:eek: ) watercolor pencils.

I am leaning towards the second but last one… or I could do more thumbs, simply. What do you all think?


#356

Thanks for the walkthrough, koshime! I really wanted to know how you achieved that noisy bustle of detail. Awesome. Do you know beforehand what technique you plan to use, or do you just mess with layer blending modes until it looks interesting, and then go from there?


#357

Mu> I like the second thumb. It has potential like a large victorian hallway, with people bustling through, and perhaps hinting at a platform whereby airships take off in palce of a railway

Spex84 > It is really variable which approach is used. This is quite dependant on

1/ Random paint/ personal - with no subject matter, the objective is to generate some interesting objects. And then build from there by telling yourself a story of sorts

2/ Client specific - i.e do you have to conceptualise a speciific image, if so, then a more rigid method ,as the one we’re using for the ESG - thumbnail studies, expand further, add colour

3/ Concept specific - toughest. Although the concept is made, this means you have to intepret it and paint from it. To paint from line art if you choose, you have to clean it up so much, 50% of your effort can be jsut cleanign up lines (and not painting)


#358

The Perspective lines may be a little hard to see in my sketch (Blue Lines).
Went back to a traditional sketch on this one, I actually found it easier then the digital skethces I’m used to.


#359

great thread!
i aproached environments a long time ago, but i never got the grips on it.
did a couple of new tries yesterday and i guess it worked out ok. crits crits! ;p
~1h30m

First one here (too wide to post)


#360

Terro >
Nice composition in traditional with muted colours in the coloured painting. The only thing that is still required is perspective

Fredlovebot>
That is a good example of a dynamic perspective, btu in terms of value, the foreground and background have no value focus. What this means is, the same value for the looming structures is used, throughout, even with slight tonal variation, and the foreground lighting is almost the same tonal value as the sky

In attachment below:

  • Your image in greyscale (left)
  • paintover, with lighting, contrast and slight variation in values to hopefulyl read better (right)