An Illustrator’s Foray into Adobe Illustrator – Week 6

This will be the last one of these as the rest of my Illustrator education will now be appearing in RevPub’s creative projects.  These two tutorials I did in April and related to tracing and coloring in Illustrator.  These are nice lessons, especially good at teaching how to work from images created outside of Illustrator, first using the pen tool, and second using the blob brush and a pen tablet.

Since I didn’t feel like staring at pictures of myself while I learned this and I didn’t want to license any photos I used a couple of pictures of the far more photogenic half of RevPub to try these out.  She makes for a nice cartoon!

This is the first one.  This was appealing as it had a more stylized look, used only Illustrator tools, and provided a simple (but eye catching and dramatic) style:

http://ndesign-studio.com/tutorials/tracing-photo

Raven
The highly contrasted tutorial made this picture look even more eye-catching.

This was the first time I tried this technique and it was effective and has helped immensely with my own work.  Starting with a complicated photograph you definitely don’t want to do any artistic injustice to raised the bar for the work, but it’s made the simple illustrations I do far easier in retrospect.  Honestly I haven’t used this specific technique frequently but it was very effective at teaching the tools needed to create more advanced artwork, especially from photographs or scanned drawings.

The second one was more natural for me as it used the pen tablet.  The pen tablet is still a tricky device for me.  I need to see the marks coming out of the pen to be effective but I’m slowly learning to use it.

http://vectips.com/tutorials/create-a-grisly-zombie-illustration-with-a-pen-tablet/

This tutorial was actually to teach you how to zombify a person, but I thought I’d use the skills taught in the tutorial just to do the basics first (zombies to come later of course…)  This one came better than I expected and taught how to color using the Live Paint Bucket (a tool I didn’t know about that BLEW MY MIND).

Here’s my second tutorial result:

Raven Trace
She was posing in a Halloween costume but I love the expressiveness of this picture and it’s a great smile. It was perfect for tracing and coloring.

These two tutorials, mixed with the others I’ve posted, have really taken me from “What the-?” in Illustrator to creation of my own artwork using multiple layers and tools.  I’m by no means a master in the software, or even professionally proficient, but my knowledge of the software has vastly improved in just a few weeks using the infinite power of the World Wide Webs (or “Internets” if you prefer).  I should write Google a thank you card.

I hope everyone has found these tutorials useful too.  My next Illustrator posts will be things to look forward to in RevPub’s first official “pub” Lil’ Horsemen, which, barring some unforeseen hold-up, is coming Summer-Fall 2012!

Things to come! – A Tiny Preview of “Lil’ Horsemen”

Big things are in the works at Revenant Publications.  Or medium-sized to big things at least.  Anyone who saw the Lil Grimmy Reaper & Skirmish post from May 22nd will know the direction we’re headed, and anyone who’s been keeping up with the “Illustrator’s Foray” posts know I’ve been learning the software in a Google+YouTube taught accelerated fashion.  I’ve got a couple more tutorials I’ve found (showing various trace and coloring tools) coming up that have helped me immensely, but until then I thought a taste of things to come would be a nice teaser.

I’ve been writing and planning no fewer than three comic series of various sizes, scopes, and complexity since middle school (yeah…s’been a while…) and I’m just now, with the motivation provided by the fairer-half of RevPub, on the cusp of publishing the first one, which will premiere on revenantpublications.com hopefully toward the end of summer or beginning of fall.  It’s the first time since I’ve started working on them that I really feel like this will happen and it’s the most exciting creative rush I think I’ve ever had.  It’s one thing to have ideas…it’s completely different to actually see your plans, writing, and concepts start to come together.  Starting with the project of the least complexity, but potentially the most charm, we’re preparing to publish the graphic novelization of a concept that started with a little story written for sophomore English class in 1996 and came to maturity as a short story I wrote in creative writing class as a high school senior in 1998.   This will eventually (hopefully) spread into a simple-paneled comic series published to RevPub with some regularity.

I give you the Lil’ Horsemen logo, as designed in Illustrator using all the tools I’ve learned and figured out on my own over the past two months:

Lil Horsemen
All the Lil Horsemen are represented in the logo! Including them all was harder than it might seem…

As was mentioned in the May 22nd post. I think of it as”Muppet Babies in Hell” and follows the adventures of the Little Four Horsemen of the Apocalypse, the youngest children of the real Four Horsemen.  It’s a fun, grim series and will hopefully be a taste of more great things to come from Revenant Publications!

Stay tuned!

Stay Tuned

Life Lessons Learned from Video Games #2: The Value of Life in Snake Eater

The first post in this series was a fun one, so this one will be an actual lesson I learned from game-master Hideo Kojima.  Also telling this story to the other half of the RevPub team provided inspiration for the Life Lessons series.

Most of us play games without giving thought to life or death.  Even when we die in games it’s never terribly critical.  I’ll show my age when I say this but…there was a time when dying in a game could bring up a dreaded GAME OVER screen that actually meant something.  It usually meant starting over from the beginning.  Of course this was after expending a number of lives, so even then your own character’s death meant little, let alone the countless enemies that were stomped, shot, burned, or blown up during your gaming rampage.

This has changed in the last few years with games like Demon’s Souls and its sequel, Dark Souls, where death is more than just a minor inconvenience and can change the alignment of the world and the style of gameplay.  But even in these games slaughtering countless monsters and faceless knights was a positive and absolutely necessary as it provided you with currency.

And that’s the classic relationship of games.  They reward you for offing enemies; the tougher the enemy, the greater the reward, and this trend is true across genres; mindless shooters, over-rated RPGs, basic platformers, and even the earliest arcades.  I won’t go into a preachy lecture about what this teaches gamers.  Games are entertainment, they aren’t meant to teach players how to behave and anyone who thinks stomping on someone’s head is a viable method of problem-solving needs help anyway (though I could be persuaded it is likely the best technique when dealing with giant belligerent mushrooms…)  This doesn’t mean games can’t occasionally teach you something about the value of life and one such game for me was Metal Gear Solid 3: Snake Eater.

The Sorrow
Get ready…if you played through the first time like I did…this is going to be a long walk….

Hideo Kojima turned the gaming world on its head with Metal Gear, a game series that rewards players for not killing, not being seen, and not interacting with enemies except when deemed necessary by the narrative.  MGS3 brought this to an entirely new level, however.  I played MGS3 the first time through like most of players.  I tried to sneak, got busted a lot and had to shoot my way out of danger until the alarms ceased, usually after I killed nearly every guard in the hemisphere and dove under a convenient truck.  Even when not getting caught sneaking around, I would camo myself up and use my trusty knife to off hapless guards unfortunate enough ventured by my position.  I went through that game like John Rambo on a Red Bull binge until…The Sorrow.  After a thrilling chase through the sewers and a Fugitive-style dive into a stream you enter a near-death, dream-like state where you walk down a  river.  Walking for what seemed like eternity I kept passing shadowy figures of faceless guards all screaming and showing wounds.  It took so long to walk though the river I thought I’d hit a glitch.  Until I saw The Pain, an unmistakable early boss, crawl by.  Then dozens more soldiers…and The Fear.  It finally dawned on me: the countless soldiers I walked through…were all the people I’d killed in the game…  I walked through the river for no less than 15 minutes.  It’s a long time just to press forward on the analog stick and an even longer one when hundreds of men I’d killed screamed in agony around me.  By the time I got to The Sorrow, the boss of the stage, I  barely wanted to play any more.  Before the battle commenced I reset the game…and started over.  The second play through I killed no one, was never spotted, and (yes it lowered my ranking) used only the tranq gun and CQC.  Never had a game so brutally shown the consequences of my actions and blatantly shoved my easy-way-out choice of gameplay right in my face.  Only Kojima could think of something like that.

Hideo Kojima
Hideo Kojima, the dude that made me question my morals…

Since then games like Heavy Rain have offered similar experiences to face the consequences of your actions but MGS3 still stands out, not by punishing you through points, fewer power-ups, altered story-telling, or reduced game play time, but by making you literally face your victims.  In the end it is just a video game but it gives me some hope in humanity…because if a machine, a video game, can learn the value of human life … maybe we can too ; )

Electronic media: saving humanity from itself since 1991…

Life Lessons Learned from Video Games 1: Found Food is Good For You!

Like most of the American generation born between 1975-1985, I grew up in the golden age of video games.  Starting with an Atari 400, moving to an Atari 800XL, an NES, and finally settling with Sega consoles throughout much of the 90s, I became a “gamer” at an early age and remain one to this day.  Recently elitists and exclusionists have hijacked that term, but to me a “gamer” is still just someone who enjoys playing games.  Any games from the board variety, to the cellphone kind, to the newest console release.  Whether they play once a month or 24/7, whether they’re hardcore MMORPGrs with hundreds of hours logged or they just play the Sims on their PC, it’s the pure enjoyment of playing a game that makes one a gamer.  Not how high they’re ranked, how many accessories you own, or how many noobs you’ve pwned.  At it’s heart, gaming is just entertainment; it’s not life or death.  So to all my generation who live and breathe by their gear, their rankings, or their e-reputations … seriously … it’s just a game. Kick back and have some fun.

During my long gaming history I have learned a lot of lessons, lessons that apply to both the real world and the virtual world.  Real world lessons aren’t always apparent, and the games that teach them can sometimes be surprising.  Virtual lessons are more about the peculiarities of the gaming world, ways you learn to interact with a world of invisible walls and filled with store clerks who never leave their desks and repeat the same two lines over and over for all eternity.

Since this is the first post of this type, I thought I’d keep it light and start with a virtual world lesson:

If You Are Ever Injured, Seek Out Turkeys, Apples, Pizzas, Pork Chops, and Sodas Hidden in your Environment … and EAT Them Instantly!

I know what everyone’s thinking … eating found food doesn’t sound like a good idea but, trust me, I spent a lot of time playing Castlevania, Teenage Mutant Ninja Turtles, Streets of Rage 2 & 3, and Final Fight.  Found food will help you immeasurably.  A turkey found in a garbage can you’ve just smashed into a fading, dented version of  itself after breaking heads all over Metro City or a roast uncovered after you’ve whipped some brick walls of a Transylvania castle into rubble will save your life!  This is one of those lessons I’ve always questioned as I’ve played games, but it shows up again and again.  I can’t imagine grabbing food out of the trash or a crumbling castle being good for one’s constitution, but don’t take my word for it; ask Simon, Donatello, or Axel…it’ll bring you back from near death.

Castlevania Meat
There’s the delicious, life-saving food item…found by smashing open the walls of a musty evil castle…
TMNT Food
Ever been near-death beating up weird spider-things and guys with chainsaws in a warehouse? Look around and see if there’s a pizza floating in the air on a blue square! A WHOLE pizza too. Those are the best ones….
Streets of Rage 2 Apple
Taken some hits pummeling street trash through blue back alleys and baseball fields? Luckily there’s an apple hidden in a roadside sign. That’ll give you the boost you need!  Eat the apple, Axel…EAT IT!
Streets of Rage 2 Turkey
And if you’re in REAL trouble knock over the random trashcan and you may discover a fully-cooked turkey dinner complete with platter!

Now, obviously, game programmers and designers probably got a little sick of using medical kits and vague red crosses as health power ups.  It still seems strange that food as a medical restorative was and still is so popular.  In the amazing fantasy world of video games it’s one of those things we just take for granted.  But who says it can’t be applied to real life?  I say we all give  it a try.

So lesson learned.  Next time you feel life slipping away and the world (or a gang of thugs) is beating you down, break open a nearby sign, rock, garbage can, or potted plant and eat the tasty contents revealed.  Instantly.  And watch the profound impact on your health!

“Lil” Grimmy Reaper & Skirmish

In the “Coming Soon” category (sometime in the future) is a continuing series based on characters and a world I created in 1998 for a creative writing class in High School, the world of the Lil Horsemen.  It’s like Muppet Babies…but in Hell…  (In case you were wondering the assignment was “A children’s story that teaches a lesson”)

Copyright Revenant Pulications 1998

Above: Lil Grimmy Reaper, youngest son of Death, and his favorite stuffed toy Ded Bär.

Below: Skirmish von Grossenkreeg, youngest son of War, and his mighty steed, “Fence.”

Copyright Revenant Publications 1998

Coming Soon the remaining two horsemen, Smally Pox and Anna Rexa.  Stayed tuned to see their adventures!

An Illustrator’s Foray into Adobe Illustrator – Week 5

During my Illustrator tutorial spree I’ve learned a lot about how shapes and gradients can be used to make objects, textures, and even characters come to life as vector art.  While I’d never say I’ve been 100% converted to the superiority of digital techniques over traditional pencil and paper, I can certainly see the benefits of using digital methods to enhance hand-drawn artwork or to produce specific kinds of images for specific purposes.  My day of hand drawing and scanning logos, backgrounds, and simple objects to fill surroundings are certainly over.

Creating textures is still tricky and the next tutorials I undertake (after taking a bit of a tutorial break…) will be all about my artistic Achilles’ heel…coloring.  To get that ball rolling and still keep a foot in the basic shapes n’ gradients territory I found this tutorial that teaches how to make a nice water ripple texture:

http://vector.tutsplus.com/tutorials/designing/create-a-cool-water-ripple-effect/
This one combined many different tools, like the previous posting, to create a basic shape of a water ripple.  It was more complex (for me at least) because it added perspective (creating an oblong ellipse to simulate a horizontal circular surface) and added the use of a gradient mesh tool, which I still have yet to figure out…  But it worked very well for this tutorial.  It also displayed how to effectively use color, using black, white, and various shades of blue to give depth to the water.  Everyone’s water drop+ripple will be different and here’s the look of mine:

Next week I’ll be taking a bit of a break from tutorials and starting a new recurring series of lessons I learned from a lifetime of gaming, from the 80s through current generation.  It’ll be a fun diversion and something that is much needed…video games can be good for you!  But fear not, there is more Illustrator progress coming.  And all my fellow newbie digital designers and I can continue to unsolved the mysteries locked away in Adobe Illustrator!