Showing posts with label ballistic publishing. Show all posts
Showing posts with label ballistic publishing. Show all posts

Friday, October 21, 2011

Book Review: Exotique 7 from Ballistic Publishing

pressEXT7_PB_cover_FLAT_big

From time to time, Ballistic Publishing sends me an unsolicited copy of one of their impressive art digital art books to review -- and early this week another one came in the mail: Exotique 7. (Shipping in November 2011 but pre-ordering available now).



I shared some of my thoughts on digital art books in general on my review of Exotique 5, so this time I will try to look at it from a different angle.



A quick flip-through (available online) of the book shows it (obviously) packed with artwork. But what kind of artwork?



Chances are, what comes to mind first will be "babes". Although there are a lot of D-cups and skin showing, there isn't much that would be considered erotic.



If you happen to be gay and are looking for beefcake, you'll have to look pretty hard, and then try to justify the price tag of $59 USD. I don't want to get into a debate about the girl:guy mix here. There was a brief discussion of it in Character Design: In brief, female characters are easier to make appealing for both sexes; male characters evoke more thinking/consideration about the character, with both positive and negative outcomes, and so are more complicated as a marketing tool.



Anyway, back to first impressions: In a distant last place will you probably think "digital art".

Why do I mention this? Well, if you look through the artwork without any annotation, you may well think that most of these are "paintings" -- that they could have been done without any computing resources, such as the ubiquitous Photoshop. And so Exotique 7 is really more "just" an art book, and only incidentally also a digital art collection.



Video games are where I am primarily exposed to "digital art", and we are at a time when home computing resources have caught up to the point where an almost-human look with fluid, emotional, movement are now possible -- and video games continue to push in that direction. And on top of that, visual effects can be overlaid on those in-game resources to evoke a certain ambiance. As examples, watch the two videos below from Hunted: The Demon's Forge.











Combined with impressive face-making resources like the character generator in Dragon Age Origins -- where you can tweak hair, eyes, nose, cheeks, chin, lips... -- and the bar (for realistic looking characters) is set very high nowadays.







So it seems to me ironic that while the video game industry goes in one direction with digital art -- realism not just in characters but the environment -- the digital art community has stayed quite firmly in "traditional art". Meanwhile, video games are working hard to surpass the too-clean plastic-mold look (such as in the clothing on Dani Garcia's Sorceress -- Exotique 7, page 31), but are still not quite at the eerily photographic quality of U Ri So's Portrait (Exotique 7, page 92). All Photoshop does away with is the mess of paints and brushes and easels -- which makes Exotique 7 also a reminder that digital art isn't just about animation and Pixar.



In summary, I think if you do pick up Exotique 7, you will be looking for a thick book jam-packed with beautiful artwork with careful attention to detail on durable glossy paper. Where it distinguishes itself from other art collections (such as artwork from a particular fiction work or artist) is in its colourful variety and deliberate lack of a theme: Flip through enough pages and you'll find something that feels fresh again. It's harder to revive that sense of newness and excitement when it's a book of just scenes from the Lord of the Rings, Boris Vallejo hardbodies, or women in swimsuits. If you're looking for realistic-looking characters, go play one of the newer games instead and feel the realism not just in imagery but motion, action, and environment.



Not sure? Flip through the book at the Ballistic Publishing website.



TIP: Look in the back of your copy of Exotique 7 for a coupon with a password to download artwork tutorial videos. And no, I'm not going to use my promo code to download them for you. (^_^)

Sunday, April 17, 2011

Book Review - d'artiste Character Design

Character Design 2011 cover, flat



d'artiste Digital Artists Master Class - Character Design - from Ballistic Publishing



How does one get started with such a broad topic as "character design"? What needs to be covered? How can you possibly talk about it with enough depth to make it insightful, yet without branching into too many things as to make it overwhelming?



Whether you realize it or not, you will approach Ballistic Publishing's Character Design (shipping May 2011) with a heck of a lot of preconceptions about what it should cover and a lot of hope about what it will have. You will probably be both initially disappointed yet pleasantly surprised all the way through -- after wasting maybe fifteen minutes flipping randomly looking at the beautiful art before realizing you wanted to see what it had to say about character design. (Click here for a book previewer where you can see all the pretty pictures.) Here are the discussions/lessons included in this 208-page book:



by Anne Pogoda:

  • Designing female character variations

  • Designing a character in motion: Anime style

  • Rescuing a character design: Combining two paintings



by Kekai Kotaki:

  • Character design: A wild character

  • Character design: A heroic character

  • Character design: A evil character



by Gonzalo OrdoƱez:

  • Fantasy character design: Devil-killing angel

  • Norse mythology: Warrior and wolf



A quick flip-through of the book will quickly make it clear that this is not a "How To Draw" book filled with stereotype pieces and poses. For a quick start to getting something on canvas with the iconic style and emotion you are looking for (e.g., princess look + angry face), that is probably a better way to get a foundation on character design than this book. Character Design approaches the topic of character design by "modelling" -- by showing you examples of industry-leader insights and techniques.

Each of the lessons demonstrated by the teachers begin with a very short overview, and then one piece which exemplifies what the lesson is about. The overviews can feel really quite disappointing because of how short they are. For example, this excerpt from "Character design: A heroic character" is practically a third of the entire overview:



"... As I am trying to draw the character I want to think about what kind of designs I can produce to make this character heroic. The heroic pose, the color scheme, and the lack of overly aggressive design elements help this. One thing that I also want to keep in mind is to not make this a pretty concept. I want to give a sense that this character can do work. This means keeping the base design tough and ready to rumble."



You might be thinking, "What are heroic color schemes?" "What does 'ready to rumble' look like?" You can either get that information elsewhere or just more or less guess and feel your way through based on previous experience. Whatever the case, it's not clearly laid out in the book, and if you're looking for that, you're looking in the wrong place.

For the non-digital-artist (or even non-artist layman), this overview talks about the high-level considerations of designing a heroic character, bringing to the fore aspects of such artwork you may not have consciously picked up on before. If you let it sink in and keep it in mind while looking at a lot of artwork in the days to come, you may well realize that it is a good chunk of insight without going into too-specific examples and instructions. Not every piece you see will fall into the broad strokes of Kotaki's wild / heroic / evil character design baselines, but in general they hold true for characters that, without the benefit of a description, you may immediately think of as being a rogue / good-guy / bad-guy. Whether this is what you will be satisfied with, I leave up to you.



The specific examples for each lesson is looked at with the detail of a step-by-step from blank canvas to finished artwork. These are accompanied by commentary that includes not just the artist's thoughts and intentions at each stage, but where useful, techniques and various software functions applied are described.

What makes these detailed panels useful to read even for non-artists who just want to know more about art and character design are the occasional insights and about the character / artwork and why they turned out that way. For example, "... The focus of the painting is located around her friendly face with her red hair. With light that is almost attached like a spot, the whole painting will appear at once much warmer, and her expression will appear to be more friendly. ... Now, her head needs to be rotated a bit to give her a more innocent expression..." (p23).



So what is Ballistic Publishing's Character Design all about? If you want a toolbox or handy reference while creating artwork yourself, go for a How-to-Draw book or facial expression reference or the like. But if you want to know "how does a master artist think when they are producing art" -- if you want to get in their head and maybe accelerate your development as an artist by modelling those who are already excellent at it -- then give this book a shot. If it doesn't enlighten you in the least, call Ballistic Publishing right away: I'm sure they'd love to feature a master artist like yourself in their next book.



Character Design 2011 cover, flat

Thursday, August 19, 2010

Thursday, August 12, 2010

The Fantasy Art of Kerem Beyit


Kerem Beyit is one of the digital artists featured in Ballistic Publishing's latest portfolio of "the world's most beautiful CG characters", Exotique 5.

He is very well known for his dragons, so it's nice to see some of his other artwork featured in "people"-art focussed Exotique 5 (pages 46, 99, 117, 192).
Exotique 5 coverExotique 5 limited editor cover



Waiting For the Campers by *kerembeyit on deviantART



Into the Unknown by *kerembeyit on deviantART

Thursday, August 5, 2010

Thursday, July 29, 2010

The Fantasy Art of Athena



"Athena" is one of the digital artists featured in Ballistic Publishing's latest portfolio of "the world's most beautiful CG characters", Exotique 5 (page 6).

Exotique 5 cover

Exotique 5 limited editor cover



Guy by =Athena-chan on deviantART



Merkur by =Athena-chan on deviantART

Thursday, July 15, 2010

The Fantasy Art of 'Frankie' Sung-Yan Yip


"Frankie" Sung-Yan Yip is one of the digital artists featured in Ballistic Publishing's latest portfolio of "the world's most beautiful CG characters", Exotique 5 (page 69).Exotique 5 coverExotique 5 limited edition cover

Dragon Clan by Frankie Sung-Yan Yip

Snow Princess by Frankie Sung-Yan Yip

Thursday, July 8, 2010

The Fantasy Art of DongLu Yu


DongLu Yu is one of the digital artists featured in Ballistic Publishing's latest portfolio of "the world's most beautiful CG characters", Exotique 5 (pages 22, 200).Exotique 5 coverExotique 5 limited edition cover

Hansel and Gretel by DongLu Yu

Rebirth by DongLu Yu

Thursday, July 1, 2010

The Fantasy Art of LoĆÆc Zimmermann


LoĆÆc Zimmermann is one of the digital artists featured in Ballistic Publishing's latest portfolio of "the world's most beautiful CG characters", Exotique 5 (pages 191, 196, 198). Here is a small selection of some of his older work.Exotique 5 coverExotique 5 limited edition cover

kueotsa_portrait by LoĆÆc Zimmermann

kueotsa_time by LoĆÆc Zimmermann

kueotsa_calling by LoĆÆc Zimmermann

Thursday, June 24, 2010

The Fantasy Art of Toni Rodriguez


Toni Rodriguez is one of the digital artists featured in Ballistic Publishing's latest portfolio of "the world's most beautiful CG characters", Exotique 5 (page 112).Exotique 5 coverExotique 5 limited edition cover



Hera by ~Varges on deviantART



Spartan Army by ~Varges on deviantART

Thursday, June 17, 2010

The Fantasy Art of Halil Ural


Halil Ural is one of the digital artists featured in Ballistic Publishing's latest portfolio of "the world's most beautiful CG characters", Exotique 5 (page 58).Exotique 5 coverExotique 5 limited edition cover


The Eggs by ~MrDream on deviantART


GiantKiller by ~MrDream on deviantART

Thursday, June 10, 2010

The Fantasy Art of Ci Wang


Ci Wang is one of the digital artists featured in Ballistic Publishing's latest portfolio of "the world's most beautiful CG characters", Exotique 5 (page 6, 12, 28, 52, 79, 82, 180).Exotique 5 coverExotique 5 limited edition cover


Dark night 3 by ~Eggar919 on deviantART


Witch by ~Eggar919 on deviantART

Thursday, May 27, 2010

The Fantasy Art of Marta Dahlig



Marta Dahlig

Exotique 5 cover Exotique 5 limited editor cover





Hi Everyone!



As you know, my website presently showcases the fantasy art of computer games, so there's a lot of art out there that doesn't fit there at the moment. I can, however, introduce it to you on this blog.



Today, I'd like to introduce the Polish artist Marta Dahlig, one of the digital artists featured in Ballistic Publishing's latest portfolio of "the world's most beautiful CG characters", Exotique 5 (pages 169, 196).



Absolute by Marta Dahlig

Doves by Marta Dahlig

Moon Goddess by Marta Dahlig

Thursday, May 20, 2010

Thursday, May 13, 2010

Saturday, May 8, 2010

The Fantasy Art of Computer Games #287 - Uncharted 2



The Art of Uncharted 2 - book (small)





You may remember from last week when we showcased The Art of Uncharted 2 by Ballistic Publishing that the art director for the game was Robh Ruppel -- the same Robh Ruppel who was involved with Dungeons & Dragons when it hadn't yet been bought by Wizards of the Coast, and he did a lot of book covers for Planescape, Ravenloft, and other D&D game worlds.



Presently, his website art galleries have some concept art pieces for Uncharted 2. Much more is featured in Ballistic Publishing's The Art of Uncharted 2: Among Thieves.



Monday, April 26, 2010

Book Review - Ballistic Publishing's The Art of Uncharted 2: Among Thieves



The Art of Uncharted 2 - book (small)





Hi Everyone!



We primed you on Uncharted and Uncharted 2 with a couple of YouTubes in a previous blog post. It's time to review the actual book from Ballistic: "The Art of Uncharted 2".



First of all, is it an "art book"? Yes. It's packed with art. Most of it is concept art and only some of it is the final product. So, if you were hoping for a book that explores the world of Uncharted 2 with great cinematic shots of the often it-looks-like-a-real-place quality environments, this book probably won't satisfy.



Probably the reason for all the concept art that's packed in this book is the commentary that goes along with it. "The Art of Uncharted 2" is probably more accurately titled "About the Art of Uncharted 2". It's not as nitty-gritty-detailed as Character Modelling 3, which occasionally drills down to the level of settings in the software used to produce various game models and effects. But it does contain a lot of commentary on the key aspects of the visuals in Uncharted 2. Here are a couple of examples:



On Chloe Frazer (p67): "...when you start iconifying the features of a girl that make her more beautiful, you tend to choose similar things like a smaller chin, a more triangular face, and bigger eyes. With Chloe, I tried to push things towards the iconic features of a beautiful woman while trying to keep things real. Female characters are always the most scrutinized, the most challenged, and the most commented upon. One example of things that we considered while building the female characters was to omit the wrinkle maps for them. We have wrinkle maps for faces so when the character emotes you can bring in, for example, the forehead wrinkles, which adds more realness and believability to the characters. Even though it happens with real women, when we tried it with Chloe and Elena, they looked a little creepy. So you always have to walk the tightrope with female characters."



On Shambala (p193): "... so I thought, let's take the base of a pyramid and wedge a square into it, and then give it an almost more Indian-style roof treatment. ... It combined elements in a unique way to make something that felt like it was somewhere new and undiscovered. That addressed the question of "What are we going to do to make this thing look wondrous and unique, but also believable?"



There's a lot of art in this book, and the commentary really adds insight and depth into what you are seeing, to make it more than a mere collection of artwork from game development. On Environments, Art Director Robh Ruppel comments (p91), ""Okay, we have a room with a hallway, that leads into another room. How can we make this interesting?" that's when we start doing the research and gathering reference. We'll do a few thumbnails, a few color sketches, talk it over with the designers and game director, and establish an emphasis for what needs to be conveyed. What do we want the player to feel here? What's going on here emotionally? Where are we in the story?... we just always want the visuals to enhance what's going on with the emotional beats of the story and gameplay. So if the design or goals change in a particular level, I have to make sure that the visuals are also in sync and doing their job."



One of the things you'll probably take away from reading The Art of Uncharted 2 is that being able to draw is not enough. When you take wider considerations into account, being able to draw starts to be dime-a-dozen.

This book, then, is probably more for artists, especially artists thinking about going into the gaming industry. If you just love the world of Uncharted, or are hoping for lots of pictures of the hotties Chloe and Elena (and there are a few excellent, very-high-quality and high-detail renders of the key characters), you may want to flip through the online book previewer first.



Saturday, April 24, 2010

The Fantasy Art of Computer Games #275 - Uncharted 2: Among Thieves

Hi Everyone!



Once again, I'm the lucky recipient of yet another review copy from Ballistic Publishing -- you may know them from some of their other books, such as Exotique 5 and Character Modelling 3 which covered in extensive detail the Sony Playstation game Killzone 2.













Ballistic's latest book is The Art of Uncharted 2. I'm not a console player myself (I prefer the greater control and customization typically afforded by PC gaming), so this was my intro to the game as well. We'll review it shortly, but for the moment, if you're not familiar with the game series, here are some vids.



You can pre-order the paperback or Special Edition from Amazon, but I urge you to visit Ballistic's official site. Not only does it detail the leather-bound Special Edition, but also the Collector's Limited Folio Edition. And every copy of either the Special Edition or Limited Edition comes with a "a free 15-minute walkthrough video of three concept pieces from Uncharted 2: Among Thieves. The video shows pieces by Naughty Dog Art Director Robh Ruppel and Concept Artist Andrew Kim".



The first YouTube below is from the original game, Uncharted: Drake's Fortune. When I was looking it up online, a non-gamer friend happened to be looking over my shoulder. When I explained it was a computer game intro, her jaw dropped--"I thought it was a video of something."







Thursday, April 15, 2010

The Fantasy Art of Marta Dahlig



Marta Dahlig

Exotique 5 cover Exotique 5 limited editor cover





Hi Everyone!



As you know, my website presently showcases the fantasy art of computer games, so there's a lot of art out there that doesn't fit there at the moment. I can, however, introduce it to you on this blog.



Today, I'd like to introduce the Polish artist Marta Dahlig, one of the digital artists featured in Ballistic Publishing's latest portfolio of "the world's most beautiful CG characters", Exotique 5 (pages 169, 196).

Sabin Duvert by Marta Dahlig

The Winterspring Assault by Marta Dahlig