Saturday, August 15, 2020

TIP: Use a gaming mouse with Poser and Daz Studio

A "gaming mouse" is a useful tool for using Poser and Daz Studio, as well as Clip Studio Paint. 

My mouse has a feature on it that lets me adjust its sensitivity (i.e. dpi) with small buttons next to the track wheel. I normally keep it at 4800, which lets it whip around the screen at a nice speed that is pretty much synced to my hand movements. In other words, it moves at a nice speed and it's easy for me to track my mouse. At the max setting of 12,000 dpi, the mouse accelerates very rapidly so that a small movement on the mousepad will send the pointer on the screen zipping almost across the entire width of a 27-inch monitor.

BUT, when I need to be more precise (like just a few minutes ago when I was trying to get make some tiny adjustments to a camera placement in Poser), I can decrease the sensitivity of the mouse with two clicks and suddenly large mouse movements equal small movements on the screen. This enables me to get more precise results. All with the click of a few buttons right on the mouse. This is much easier than going to the Mouse settings in the Windows Control Panel.


This is the mouse I have, but there are lots of others available with similar features.


Below I'll link to the mouse I have (Win 10), but this one has features that it turns out I don't need (the replaceable side panels and macro-enabled buttons turned out to be something I just couldn't make myself fit into my workflow – in other words, I just couldn't get the hang of it). But the sensitivity settings are VERY easy to use and are very helpful.

Havit Gaming Mouse 12000 DPI Computer Ergonomic Wired Mice with 14 Programmable Buttons Interchangeable Side Plates (8 Buttons/ 8+6 Side Buttons), 2 Replaceable Right Plates for Laptop PC Gamer

Sunday, August 9, 2020

The bias against 3D Comics

Over at the Daz3D site, we were discussing comics in general and 3D comics in particular. Here's a highlight from a conversation that I thought might be of interest to others.

 I've spoken to a lot of traditional comics artists (professional, semi-pro and amateur) and have been writing comics for fanzines since I was a teenager. Back then, as a lousy artist, I had no choice put to work with other people who could draw but couldn't write as well as I could. I also found out that I was better at doing breakdowns/page design and panel flow than a lot of the artists I worked with. Just because you're good at drawing the figure does NOT mean you're automatically good at pacing the story and knowing what to show and where to add emphasis. I also knew a lot of artists who didn't know when to break for the end of the page. By that, I mean they didn't realize that you could build dramatic tension by making the reader wait to flip the page. The typical use of this is the last panel showing the hero turn and gasp, "You?" and then flip the page to see the villain holding the damsel in distress with a gun at her head. Or in the Captain America page below, note how the action is all building up:

  1. Cap is desperately outnumbered
  2. Teeth gritted, Rick is reaching for the gun, expressing self-doubt in his mind...
  3. Even as Cap runs, we seen some cues that remind us we're in a graveyard
  4. We see the horde in silhouette, the cycle is clearly visible (and that's why Cap is bent low, btw, because if he were standing up he would cut off the cycle and his height cutting through the plane of the cycle and possible the back horizon would make everybody seem closer than they are). And note how this page ends with us waiting to see what happens next. We have to wait to flip the page to see what happens when Rick pulls the trigger.

© 2020 Marvel Comics Group


But back to making my own comics... So I started doing my scripts as page breakdowns and worked with artists who liked it that way and would build on what I sketched out (Steve Addlesee was great at this, as he would change camera angles and move figures around a bit – he said it made his work better because when he started bringing his vision to it, the work was already more than halfway to where it was going to end up). Steve and I were great collaborators. (BTW, I found out recently that when Jim Shooter was a teenager writing the Legion of Superheroes for DC, he would sketch out the scripts as full breakdowns for the artists; his editor would then rip them to pieces and Jim would have to fix things based on what the Editor wanted). I'm not sure how many comics I did breakdowns for, but it was probably in the range of 250-300 pages, many of which were finished by artists and published in fanzines.

Let's get back to 3D and the discussion at hand.

Now with 3D art, I can cut out the middleman and try to do it all myself: take the images in my mind (and in my thumbnails) and bring them to life. 3D also lets me experiment with subtle changes to the pose and expression and camera angles and sometimes I have a "happy accident" and discover something even better than what I originally imagined.

But, this brings us to the unfortunate fact that most "traditional artists" think that 3D comics are crap. And I have to say that, for the most part, they are right. Not just right, but "100% right." But the traditionalists are almost completely wrong as to WHY. 

3D is not the culprit as to why the finished products seem dull and lifeless. The problem is that most 3D comics are not good comics.

It has nothing to do with the use of 3D tools, it's just that too many 3D artists don't actually read comics on a regular basis, or if they do, they're not reading them to learn anything. @Diva, you kept saying in that example above that it was an EXTREME example. You're partly right, but I also must counter and say, "No, it's not really extreme. It's a standard action page by Jack Kirby." Kirby, of course, is one of the masters of the medium who instrumental in inventing most of the modern tropes of comics as know them today. Do you want to frame a page of dialogue the way it was set up in that page? I hope not! But as far as action goes? Yeah, this is a great page. (If you want to see great dialogue pages, go look up Strangers in Paradise by Terry Moore, Bone by Jeff Smith or look at Tomb of Dracula by Marv Wolfman and Gene Colon.)

Anyway, back to my point. Most of the 3D comics I've seen are not well done in terms of storytelling. The artists don't have a grasp of the basics as to when to include an establishing shot, when to allow a scene to play out slowly over a few panels, when to use close-ups and how to frame a scene with dialogue. In short, even if the artists are good at setting up their scenes and getting good lighting (not a lot are, btw, I see LOTS of 3D scenes that are not properly lit to show faces or reactions, or that don't know when to use a silhouette to simplify the composition, like Kirby did in that last panel of the page above). I've seen too many 3D comics that don't tell stories well. The next time you look at a page done in 3D, look at it and ask yourself, if a pro artist of the top caliber were to redraw that page, would it still be a good comics page? Unfortunately, the answer is almost always "no."

So, the solution to getting past the bias of the traditional artists? MAKE GREAT COMICS WITH 3D!

Write a good strip, block out your scenes, arrange your panels well, have good lettering, and above all else, do something in 3D that you cannot do better with hand-drawn comics.

As for something more concrete? Okay, here are some tips for 3D comics creators:

  • Thumbnail your pages before you start setting up your scenes. No movie director would ever start a shoot without storyboards, and almost every professional comics artist does thumbnails or breakdowns, so why wouldn't you?
  • Don't be afraid to tilt the camera (straight on shots are dull – we all know that, so why do I see so many of them?).
  • Change the focal length on your camera (I cannot tell you how SHOCKED I am that most 3D artists tell me that they almost never change the focal length to get different results for different shots). Photographers may use 35mm lenses as the standard, but professional portrait photographers use lenses between 50mm - 100mm. 
  • Don't be afraid of shadows (let figures be in silhouette sometimes).
  • Light the heroes faces enough so that we can see reactions.
  • Think about Character Design like a pro: Even in silhouette or at a great distance, you can easily tell Batman and Superman apart. If you have a group of soldiers, then use some bit of color or something on their uniforms to help us tell them apart. No, you don't have to be as vivid as the Power Rangers, but those crazy costumes make it VERY clear who's who.
  • Don't be afraid to edit. Sometimes you can put a lot of work into a panel or page and it just doesn't work. Don't be lazy and keep it – toss it out and start over.
  • On the other hand, don't cripple your output with perfectionist tendencies like I do! Sometimes you've gotta just cut your losses and move on to the next page or the next illustration.
  • Above all else, read comic books done by great creators!
  • Anyway, I hope this gives you guys something to think about. And I hope I didn't come off as a preachy jerk.

Wednesday, July 15, 2020

Insectoid [Galaxy Prime]

 Here's the final illustration that I created for the Sector Treks anthology being published by Epic Age Media. The deadline on this one was super, super short (in other words, I was behind schedule again). So I repurposed an older character study and updated it to fit the format for this book. The problem was, all I really had was an alien standing menacingly in front of a starfield. 

I thought about adding another ship back there, but I really didn't have anything ready and none of the ships I had available looked "alien" enough for this race. So, I opted to do something simple that would harken back to the 1970s and 80s: The giant head floating in space.

© 2020 Mike Mitchell


As you can see, it's really just a simple render with the shadows being set to vanish (I used the Screen Blending Mode in Clip Studio Paint – this makes the solid blacks disappear). All in all, pretty good for a quickie (definitely less than an afternoon's work).


Monday, July 6, 2020

Claim Jumper [Galaxy Prime] selected as a Poser Staff Pick of the Week

I did five illustrations for the interior of the upcoming Galaxy Prime: Galaxy Treks rpg supplement. And I'm pleased to say that one of them has been selected by the staff at Renderosity as a "Staff Pick of the Week." In this case, it is the one that gave me the most trouble: Claim Jumper.

© 2020 Mike Mitchell



As before, this is a nice honor to be recognized from among the many great illustrations that are posted to the Renderosity website. This week they selected six illustrations, and as usual, I'm the only one working in b&w. Although this time there was another "artistic" render in the mix, which was rather nice. 



If you'd like to see my illustration at Renderosity, you can find it here: https://www.renderosity.com/mod/gallery/claim-jumper-galaxy-prime-/2949721/

Thursday, July 2, 2020

Why do I love comics?

The other day, someone on Facebook asked this question:

What is your philosophy? Why do you do comics? Whats your biggest motivator, and why do you choose the genre you do?


This is my reply:

I do not have a philosophy, but I love the medium because it is the perfect fusion of word and image. You can show things faster than you can describe them in a novel. Likewise, you can go deeper into thoughts than you can with film. A perfect comic book story cannot be told only with pictures or only with words: It takes both.

As for genre? I don't work in only one genre – that would be too limiting. I have too many stories to tell to be limited to just one.

I certainly could have gone on longer, but I didn't feel the need. I think I summed it up fairly well.

Monday, June 29, 2020

Hot Pursuit (Galaxy Prime)

Here's the next illustration created for the Galaxy Treks book coming out by Epic Age Media. This one is another reworking of an earlier piece I did for a sci-fi comic I'm working on. I had a bit of fun with this one, and once more I fell back to using what is fast becoming one of my favorite celestial bodies (at least visually): Jupiter's moon, Ganymede. It just has a really cool look to it (especially when I used a posterize effect on it).

In this one, the thing that gave me fits were the laser pulses.

Rather than just draw them in postwork (which, in retrospect, would have been easier), I wanted them to have a realistic rounded edge to them. So, I set up two rows of about 15 little "pills/capsules" in Poser and parented them to the pursuit ship. This gave me a great prop to work with that maintained the proper position and aspect ration as I put them into the scene.

Of course, this turned out to be a problem and I had a lot of issues with them. I tried all sorts of experiments to get a good look out of them, and they just didn't work. I even spent about two hours applying little, feathered motion lines after each pulse. That was a colossal waste of time!

I finally fell back on semi-transparent fills with a slight gray glow effect. All in all, it works well enough. And I am pleased with the dramatic effect of moving the lead ship off the page: it just screams of action.

© 2020 Mike Mitchell


Standard workflow applies: Poser Pro 11 and Clip Studio Paint.

Tuesday, June 9, 2020

Space Station Sector 4 [Galaxy Prime]

The second completed illustration for the upcoming Galaxy Prime RPG supplement: Galaxy Treks. On a production note, this will be printed in b&w on a 6x9 page. I'm working at 900 dpi so – if needed – this could be blown up to a cover or poster. I'm creating a series of 5 illustrations: one per chapter in the book. I've got a great deal of artistic freedom on this project. I was given a one-sentence description of each chapter, and this one simply said "This one takes place on a space station."

As usual, my workflow consists of creating two renders in Poser Pro 11 and then combining them (and doing additional touch-ups) in Clip Studio Paint.

© 2020 Mike Mitchell

And I owe a special thanks to Bob Keck. He saw an earlier version of this illustration and suggested pulling the entire space station out of the frame (previously, the station was smaller and the wheel was inside the circle). This suggestion really helped make this illustration work on a whole different level.

I also thank Divamakeup from the Daz forums. She provided some great tips about where to place the motion lines for the shuttle. 

Both of their contributions made this a much stronger illustration.

Wednesday, June 3, 2020

Starship Exiting Warp [Galaxy Prime]

Hey there, one and all. I was contacted by the publisher of Epic Age Media who needed a fast turnaround for some illustrations for an RPG supplement he's putting together for his game, Galaxy Prime. The book is a 6x9 inch b&w collection of adventures/scenarios for the game. So, I'm quickly creating five or six b&w illustrations that will (I think) run opposite the title of each adventure (in other words, there will be a full-page illo at the start of each "chapter"). 

Because of the time crunch, the publisher was practically giddy because I already had some sci-fi art "in the can" as concept drawings for a sci-fi comic I'm working on. Since these had not been printed before, he happily agreed to use two or three of the illustrations I already had ready to go. So, with a few tweaks, here's a reworking of another illustration you'll find in my gallery.

© 2020 Mike Mitchell


As you can see, I made some modifications to the previous one, mainly adding a circle motif for the background. My reasoning behind this was simple and twofold:
  1. A smaller background means less work and a faster turnaround.
  2. It just looks cool! By having the ship burst out of the circle, it instantly adds more energy, movement and a greater sense of depth.

Keep your eyes peeled, sci-fi fanatics! I've got more illos (and a cover) on the way!

[Created in Poser Pro 11 and Clip Studio Paint: Space Background based on a royalty-free photo from NASA]

Friday, April 17, 2020

Comic Book Boxes – Weight

I'm trying to make the most of this pandemic by organizing my various comic books. So, I'm putting up some more shelves to store boxes and make it easier to sort through things and box them up. Here's a picture of the mess I'm starting with.


Here's the "before picture" of the mess that needs sorting out.
And this is just ONE of the tables and areas that need help!

One thing that I need to be mindful of when buying the shelves is that they be strong enough to support the books. That means, of course, I need to know how much a short box weighs. Rather than try to sort it out myself, here's what I found after a quick google search:

  • Long box, old style that was thicker, one comic per bag and board, 211 comics, 38.24 lbs.
  • Long box, new style that is thinner, 2 comics per bag/board, 348 comics, 60.25 lbs.
  • Long box, new style, 2 per, 353 comics, 59.04 lbs.
  • Magazine box, one comic per mylar bag and board, 148 comics, 31.79 lbs.
Short boxes vary:
  • Short box, new style with old comics, about 22 lbs.
  • Short box, new style with new comics, about 25 lbs.


Saturday, February 29, 2020

Kitbashing a Space Ship 3

Next up, something that's a mix of the previous two:

  • Keeps the stair steps of the main unit.
  • Brings back the three engines to the rear, but smaller.
© Mike Mitchell

Similar problems continue. The proportions are off and it just doesn't look as cool as the first one.

I still have a few more to go, and these will be rather different from these first three.

Thursday, February 27, 2020

Kitbashing a Space Ship 2

When I started kitbashing these spaceships, I spent about four hours one night just going through my Runtime and mixing and matching ships and pushing things together. The next night I reviewed my work and chose the one I thought would work best, and that is the one I posted on Wednesday.

Here's the second one I thought would be workable. The things I liked about it:

  • The little "stair steps" behind the main module; I thought they would catch some cool shadows.
  • I thought the square engines on the back would be more in style with the square engines on the front.

© 2020 Mike Mitchell

It's not bad, but not good enough to be the "hero ship" of my series. I think the main issues are that it's just too stubby and the stair steps don't really catch the shadows the way I thought they would. They're kind of weak.

Oh well, maybe it can appear as a background ship.

Wednesday, February 26, 2020

Making Comics: Nebula Background

My online buddy and fellow space enthusiast, tkrobert, asked how I created the nebula background in my recent space illustration (see Wednesday's post), so I thought I'd share that answer with you guys.

It's a remarkably easy process. The ship is, of course, on its own layer(s). So, to create the background:

  1. Set background layer to solid black.
  2. Go to nasa.gov and search their gallery for "nebula." (Their space images are generally free for personal and commercial use - just don't use the NASA logo or photos of people.)
  3. Once you have an image you like (look for things with nice, abstract patterns and high-contrast areas), paste it into your image editing software on a layer between the black background and the ship.
  4. Photoshop/GIMP, etc.: Play around with the following filters: Poster Edges, Stamp, Find Edges. Mix-and-match effects until you get something nice and abstract. You might also want to play around with Levels or Contrast. Then I convert the layer to b&w. Personally, I like the strong posterized look (sharp deleniations between the colors, but you can easily go for a softer, more gentle look).
  5. Adjust the nebula layer's opacity (usually 30% - 50% works well.
  6. Just move the nebula around until it works with the composition. 

A side note on composition: In the case of a ship being dead center of the frame, I tend to put the brighter parts behind it, near the exhaust areas. Also, because I planned to use those white motion lines in front of the ship, I left that part of the background completely black (note that there aren't even any stars). I did this to simplify things, because those speed lines quickly clutter things up.

I spent significantly more time playing around with the white lines than I did creating the background (in this case, I used some version of "find edges" filter in Clip Studio Paint (not Photoshop) because I wanted to do all the work in CSP.

I learned/self-taught myself this technique when I was working on the illustrations I created for the Galaxy Prime Role Playing Game.

Tuesday, February 25, 2020

Kitbashing a Space Ship

I'm working on a comic book set in space (more on this soon), and so (naturally) I need a space ship. Unfortunately, I have not yet found a model at Renderosity or Daz3D that suits both my artistic and my story needs.

Specifically, I need a starship that can fulfill two needs:

  • It needs to look cool when rendered in b&w (which means more angles and less curves).
  • It is about the right size to fit 4-6 crewmen and some cargo.
© 2020 Mike Mitchell

Most ships are too big or too small (Enterprise vs X-Wing Fighter). So I got a bunch of stuff at Renderosity (50% off sales are verrrrry dangerous to my wallet) and decided to mix-and-match it. In modeling terms, this is known as "Kit Bashing" (or kitbashing). And by "modeling," I mean this terms goes back to the days when boys routinely spent a rainy afternoon working on plastic kits wherein they glued together replicas of airplanes, spaceships and cars. My older brother was really into that pastime around ages 10-14; right up until that time he "discovered girls" and then started obsessing about cars.

So, back to my ship. Poking around the stuff I bought from Renderosity, I really liked look of the HeavyLander by shawnaloroc, but its not big enough. So I decided to modify it to create a slightly larger/longer version of the ship by adding elements from Simon-3D's Space Ship Constructor Set 4 (which came with a pre-built ship called the C Hume).


I'm not sure this ship will make the cut, but I think I'm on the right track. A few more experiments (and mixing-and-matching parts) should yield something I can use, so stay tuned: more ships to come!

Workflow: Poser Pro 11 (Comic Book Preview) and Clip Studio Paint

Friday, February 21, 2020

Thoughts about Poser and Daz Studio

A recent topic over at the Daz3D forums sparked me to reminisce about my interactions with Poser and Daz Studio. Like almost all 3D artists in this arena, I started out with Poser and then shifted over to Daz Studio when Poser was floundering (and it looked like the product might die). But for me, the shift was gradual.

I didn't care at all for Daz Studio until version 4 came along. I remember looking at DS2 and asking people, "What's so great about it that I should invest the time to learn it?" And I just kept getting the same answer: "It's free!" I remember that I finally snapped and said, "Look, I'm an adult with a JOB. I can afford to buy Poser. What the heck is in DS that would make it worth my while?" Finally, one guy said, "Nothing. If you have Poser just stick with it. DS2 isn't a mature program."

 And that was true, until Daz Studio 4. That was when it finally had the tools and power to make it worthwhile. And that's when I jumped ship and went over to Daz Studio. Things I really liked:

  •  The Download Manager. One click and everything comes down and goes where it's supposed to. 
  • Smart wardrobes: Again, click on the figure and the library filters the view to show you stuff that works with that figure. 
  • Easier figure manipulation. 
  • Iray (Poser's Superfly is a poor, VERY distant runner up to Iray). 


But... As much as I liked DS and the pretty Iray pictures I could make, it wasn't fulfilling my desires to create line art out of 3D. Workarounds like Toon shaders and geoshells were (not to be rude): rubbish. Yes, with a LOT of work you could make something that worked. But the look wasn't all that good. The same is true for using Filter Forge and other image manipulation tricks. Yeah, you could get something that looked okay... but it really wasn't anything that knocked my socks off.

Even in the hands of an expert it usually looks like someone did some Filter magic on a standard render. And then in January 2016 I attended a Webinar hosted by professional comic artist Brian Haberlin and he showed a feature I had never seen before: "The Live Comic Book Preview" (he added the word "Live" to its name).

Brian showed the tricks to setting up lights and adjusting the geometric edge settings, and suddenly I was off and running because I had actually won a free copy of Poser 11 and had it installed on my computer. For about a year I tried to duplicate his workflow (even bought Blacksmith 7 so I could work on my texture maps the way he did in Z-Brush), but soon tired of copying him and developed my own style.

Now I finally have a style and workflow that I like. BUT... even though I'm happy with the art I create, I'm a bit frustrated by exactly one thing that is still missing from Poser: a modern flagship figure that content creators supported. Yeah, that's still a problem.

I see lots of great content out there, but mostly I pass on it because I can't use it in Poser. I know Renderosity has high hopes for La Femme, but I just don't see the market support for her, yet. The new products are tickling out, and frankly they're not that interesting.

Yeah, I know "slut wear" sells, but not to me. I need clothes, characters and POSES. So far, there just isn't enough support for her to make me consider using her for any project. Which is too bad: I think she has potential.

Frankly, unless Poser gets support for the Genesis figures, and soon, I don't see a bright future for the software. Especially since I've hear rumors that Daz Studio is working on creating its own Comic Book Preview.

Sunday, February 9, 2020

Poser Class: Create a Signature Line Art Style with Poser

Hey there, art fiends!

On Sunday, Feb. 16 at about 1:30 pm CST, I will be teaching a class for Digital Art Live: How to Create a Signature Line Art Style with Poser.  Here is a video I made to promote the class:


The registration page can be found here:
https://digitalartlive.com/event/create-a-signature-line-art-style-with-poser/

Sunday, January 26, 2020

Clip Studio Paint Tip: Frame Borders

So, I finally bit the bullet and moved on from Manga Studio 5ED to Clip Studio Paint Pro. The upgrade has not been without issues, but I need to master the latest version of the software, rather than clinging to the old version (especially since, as a registered owner of Manga Studio I was eligible for a free upgrade).

Needless to say, I'm having to hunt down tutorials on how to do things that are either new or that I haven't done in a long time. Here's an important video tip on working with panel borders:




How to divide panels equally can be found around 5:50.

Thursday, January 23, 2020

Poser Tip: How to make a MAT file

I'm prepping some freebie files for the class I'm working on (more on that very soon!), so I thought I would share this link with you on how to make material files for Poser.

http://www.cocs.com/poser/quickmatposes.htm

Just in case anything happens to the link, here's a quick summary of what it says:

Even though it may seem like making MAT poses is old hat to many people, here is a tutorial on how to make MAT poses, quickly and easily from an existing cr2 (figure file). How do we do it? Every cr2 file contains material information in it. So, we're going to remove the non-material information, change the file from a cr2 to a pz2 and, then, presto!, it's a MAT pose.

As a side note: using this method will result in creating MAT poses that are "optimized": they may start at the Runtime folder (or at the specific texture folder) and include a ":" in the references, as in "Runtime:Textures:vicky:body.jpg".
This is the generally-accepted, correct method for referencing texture files, rather than the incorrect method of starting at c:\Program Files and using backslash character, "\", as in "c:\Program Files\ e-frontier\ Poser\ Runtime\ Textures\ Vicky\ body.jpg" (Or, even worse, using a reference to a folder on a user's own D or E drive, as in "e:\graphics\ temp\ texs for models\ del later\ body.jpg".)

Wednesday, January 22, 2020

A Matter of Style(s)

I am working on an exciting project (I'll announce it in a few days), and as part of the prep for that I was asked to create some marketing materials that show off some of the line art styles I use on a frequent basis.

This is what I came up with:

© 2020 Mike Mitchell

Any thoughts on whether this is a decent representation of my figure work?

Monday, January 6, 2020

Cabin Scene - Blue (Updated) Selected Poser Staff Pick of the Week (01-06-2020)

Wow. this is a great way to start of the decade. The very first illustration I posted online at Renderosity was selected as a Poser Staff Pick of the Week.

Well, technically this is the second illustration because it's an update of an earlier version; I changed the shading on the cart to lighten it up. In fact, truth be told, I was working on the illustration to take out the cart and replace it with a stump and an ax when I got the news, so I decided to stop the updates and just leave it as is.

Well, sorta. I did fix a problem with the shadows on the cart – they were going the wrong way in the previous version.

So, here it is folks, my last take on this illustration as i move on to other things (like attacking dragons!).

© 2020 Mike Mitchell
For anyone interested, the entire list of 8 images can be found here:
https://www.renderosity.com/mod/forumpro/?thread_id=2941597


Friday, January 3, 2020

Days Gone 22 - Cabin in the Woods (Blue)

One of the great things about being busy is that I've got a lot of great artwork to show for my past year. One of the not-so-great things is that I frequently neglect to post project updates.

So, yes, I've done a lot of work on Days Gone over the past year. Okay, not a lot, but some. And it's been pretty good. One thing that became apparent was that I needed to include more scenes with the dragon being wicked, so I started to create a scene showing the dragon attacking a village (or at least a farmhouse). And this is what I came up with – regarding the farmhouse in the woods, that is. As you can clearly see, the dragon is nowhere in sight.

At least not yet.

You see, as i created this scene, I kind liked how simple it was. No dragons, zombies or goblins. Just a cabin in the woods as a simple landscape. So, over the past two days, that's exactly what I created: this simple landscape in my signature blues and browns.

Fear not, fantasy fans, as I shall work on adding the dragon any day now.

© 2020 Mike Mitchell

Next Time: Another (long-overdue) update