Sunday, March 30, 2008

Sorry for the wait, but I've been Gnarfling the Garthok

Some of you may recognize the quote above from my MySpace mood field. You probably don't know what I've been talking about though. I'll dispense with the source of the reference -just check out the Coneheads movie if you want clarification.

My personal Garthok has been the map I've been creating for Spoutwood Farm. I took on the task of producing a map for use both as a part of the Fairie Festival program and for use as on-site signage. My other hope was to produce a definitive base map that can be used for the other events the farm hosts such as the Mother Earth Harvest Festival.

*don't forget to click the images for larger versions!



I really had no idea how big a job it was going to be nor how big I was going to make it for myself. To be honest, if I were starting over again, it would take considerably less time. Let's call it a learning experience.

I thought I'd use this post to walk you through my process so you can see what a convoluted, but well intended path I took to produce the final image.

The farm has had a map made for nearly every festival they've had and some were well illustrated but hard to read, some were clear to read but uninspired, some were just awful. My goal was to make a map that was accurate, readable and well illustrated. Beyond that I wanted it to be easy for users to find landmarks and orient themselves. For inspiration, I was thinking of the illustrated maps used by amusement parks such as Disney World with clearly identifiable renderings of the layout and the buildings on site.

With those goals in mind, I formulated a plan of attack. Since accuracy of the layout was important to me I thought a good place to start was Google maps. I grabbed a decent shot of the farm. Having a decent view of the layout gave a good place to start for positioning buildings and other landmarks, but I wanted a better sense of the literal lay of the land, so I turned to Google Earth which allowed me to tilt the camera and find a good angle for representing the farm from in the map. Now I could see the lay of the land, but I wanted to try to model that more accurately in a way I could use -this is one way I went astray in the process.






Unfortunately, my game developer instincts took over and I thought to myself that if I made a good 3D model of the farm, I could both view and render an optimal POV for the final illustrated map. So I fell back on a plan of downloading DEM data, pull that into Lightwave to generate a terrain model and then by overlaying the imagery from Google Maps, I could build and place the farm buildings and trees with a high degree of accuracy. At this point I was thinking that in addition to creating a helpful aid for drawing the final map, I could also simultaneously generate a virtual Spoutwood that might have other uses down the road. This path would turn out to be more trouble than it was worth, but did lead to a more useful solution.

I was able to get the DEM loaded as a model, but being REALLY rusty with Lightwave and not having a copy of 3D Studio Max at home, I had a really hard time getting the terrain image properly aligned to the terrain geometry. After an afternoon of flailing about, I gave up this route and looked for a better solution.

Although I had never used it before (due to having more powerful tools at my disposal), I looked into Google's Sketchup software. Sketchup is a free 3D modeling tool that was built primarily to enable users to build 3D models of buildings to integrate into Google Earth. It's a bit tedious to use if you're used to better tools, but it is actually fairly intuitive and does the things you need to do to make buildings pretty well. It also, I discovered, integrates with Google Earth so that you can import terrain directly from GE. This was the missing link! I was able to load up the farm in Google Earth, import the terrain height data and the satellite imagery in one fell swoop and build my rough models of the farm buildings all in one application. As a side note, Sketchup is really a fun little app and if you want to make houses and the like it's really quite good. I used it to prototype some buildings for my upcoming game Civ Revolution. Here you can see the result of my efforts in Sketchup.



My next step was to start illustrating the map. My big problem was that I was prepping the map for two sizes: 36"x24" and 14"x10". The larger map was a concern mainly because of sheer size -working on a file of that size was going to be slow in terms of what the computer was going to be able to gracefully handle. I vetoed the idea of hand drawing the map as well mainly because I was going to want to work to the size of the larger image. Working at a large size and then having to scan a big drawing was going to be really unwieldy. My solution was to build up a template map in Illustrator which created resolution independent vector files as opposed to bit mapped images. The great thing about Illustrator is it doesn't matter what size you are working at, it can scale as needed. So I set out to essentially trace my rough Sketchup model in Illustrator while simultaneously starting to illustrate the buildings and grounds. As I proceeded, I wanted to try to incorporate some of the simpler graphical approach I had used on the basic map I had made last fall for the Mother Earth Harvest Fair:



I realized early in the process, that some accuracy would have to be sacrificed for clarity. There are some areas that contain so much information that if shown accurately in terms of area, would cause a lot of trouble so I simplified the farm's essentially "L" shaped boundaries into a simplified box shape and eliminated the jog in the tree line on Frodo's Hill. there are some who might look askance at those decisions, but sometimes you just gotta do what you gotta do. Before actually getting down to work in Illustrator I went though a few fast rough sketches to figure out how I was going to approach it and explore style in a very loose sense.





My greatest problem with working in Illustrator is that I get seduced by it's innately graphic results. I've written about my issues with working in Illustrator in a previous post, it's a constant conflict in my artistic life. What was happening was I really liked where it was going, but I was conflicted by the idea that the simple silhouettes and modern color styling was running contrary to the spirit of the place and the event.



-a failed attempt to solve my problems with Photoshop filters only :P

So now although I really liked where I was going with the map, a few things began to make think about making some big changes. The first was the style issue, the next was feedback from a few people. One person suggested that if I made Frodo's hill look like a mountain, that it might discourage some people from heading up there. That might be debatable, but it did make me think about the idea that I was going to need a lot more room for adding icons and labeling locations than I had. This was a problem I figured out a bit later than I had hoped. One of the biggest lessons I learned was that I should have worked out the placement of text way before I started illustrating the map. the text largely drives the composition, not the other way around. So my next push was two-pronged: get the content settled with the various stakeholders and think about softening the look graphically speaking. To those ends, I did two things: I created a really stripped down version of the map that would let me move buildings and text around easily and reduce all design considerations to just a few elements; and I started reworking the visual style of the map. I passed this simplified map around for additions and corrections:



While I'm discussing collaberation, I found Skrbl to be a really great way to work with other people on the markup side of things. Skribl allows multiple users to work simultaneously on a virtual whiteboard. I just loaded the map into a session and we had at it.

To solve the style issue, I painted over the buildings in Photoshop to give them texture and to break up the super clean lines that I created in Illustrator (I could have done a better job in Illustrator in the first place, but I wasn't thinking). I also reworked the look of the terrain in a looser, more painterly style as opposed to the graphic, hard edged work I had done at first. I also modified the style of the terrain from a more stylized rolling hill composition to a simpler, flatter look.



There were a few intermediate experiments with style as well, but ultimately I needed to make bigger changes to get the project in line with it's goals. I kind of like all of them, it was a hard choice to abandon some of the directions I went in. I had to fight my natural stylistic tendencies quite a bit. I still really like that rolling hill look, but alas, it had to go.

OK, so the map was finally coming together so I needed to create one more really big obstacle for myself. My plan all along was to fill the big blank area in the lower right with the Spoutwood logo (discussed ad infinitum in earlier posts). Well guess what? Once I loaded it into the newer style map, it just didn't' feel right, it wasn't a good stylistic match. So, what the heck, why not redesign the logo one more time? See my problem is I tend to be idealistic no matter the situation. Not optimistic mind you, -idealistic. So once I get an idea in my head in terms of how something I'm involved in should be, I will exhaust myself trying to get it to that point.

OK, so logo round, 3? 4?

I kept the basic logotype, but instead of relying on those PS brushes I prattled on about, I thought it best to just draw the thing. I created a framing element that contained imagery that I associate with the farm: the tools of gardening and farming, produce, flowers, trees, vines, the seasons, wildlife, faeries and of course a Greenman to anchor it.


-the sketch I did at lunch one day


-the cleaned up drawing


-the final painted version with the logotype added and the banner added for the map label

Once I combined all the elements in the final composition, I did a final style pass , creating paper texture and adding some faux water color splashes and artifacts in Photoshop, as well as blurring out the edges of the image to create a softer edge effect for the final.

-an example showing the texture and water color effects I used

I can't wait to see it finally in print and on the billboards during the Fairie Festival.


Needless to say this was a huge undertaking. Despite the fact that I can see all the warts, and mourn the exclusion of some of the directions the map could have gone, I am really pretty happy with what I got out of it. I still see it as a work in progress. I had a deadline of April 1, so I can't work on it anymore, but it will get pulled out again in the fall for the Mother Earth Harvest Fair and maybe I'll get a chance to polish some of the parts that I'm less than satisfied with. Hope you found this of interest! Feel free to drop me a line if you have any questions about any of the techniques or software I mentioned in here.

Friday, February 22, 2008

Rolling back the clock

I've recently been revisiting some of my old work done in Illustrator (thanks to Steph Laberis for reminding me that I really liked working that way!). For one reason, because I think in many ways it's the one app that helps me retain some of what I consider key qualities of my style -simple shapes and simple sweeping lines with a minimum of fuss. I still love getting all painterly in Photoshop, and I think going forward I will continue along a more graphic, yet still rendered approach, trying to strike some balance between what you see in these old samples and what you can see a few posts down in the Spoutwood logo work.

My only gripe about Illustrator is that it is really time consuming (for me) and lacks the spontaneity of dabbing and swiping away with a brush. The end result can sometimes seem a little to machined for my taste, but maybe if I leverage the best of both Illustrator and Photoshop I will get some tasty results.

Without further adieu, here is the old stuff:


My recently departed dog, Tonka. I kind of cheesed on the body and put my time into the head.


Probably the first thing I did in this style in Illustrator. In some ways I don't think I've surpassed it. There is a certain proportion to it that I've never quite captured since.


My magnum opus. Once upon a time, another lifetime ago I played Everquest (playing WoW these days). We had a guild forum and I made avatars for my wife and I. Well as soon as I did that, the whole guild wanted them. These were done over a period of time and range from quite good to really bad. Quality varied with how much I liked my guildy, how interesting their toon was and how fast I did them.


One of my guildies was game-wide famous for his guide to food crafting and asked me to make an image he could use for his on-line guide. I cheesed some of it, but mostly I like it. All the food ingredients were fun to do.


A shirt design with my EQ character -hate the horse, but like the overall design.


Another shirt, this time for my wife. I really like the way this one came out.

Sorry for all the old work. I know I had set the goal of showing only new, but sometimes you need to travel in the past to find your way forward and I think this has been a helpful journey for me.

Saturday, February 16, 2008

And we have a winner



Alright, I know, I know, that same damn Spoutwood logo again....honestly, it's all I've been working with outside of work.

Anyhow, farmer Rob asked that I open up the logo and give it a bit more air. He felt (and rightly so) that the foliage was getting very dark and heavy and pointed to Bottecilli's Primiveria as a touchstone, lush, but open. I'm happy to have arrived at a final that we can all appreciate. The next thing will be getting some stuff up on Cafe Press. The logo has already been used in an ad in the Pennsylvania Renaissance Faire mailer as well (more of my pro bono work for the farm).

Monday, February 11, 2008

Incremental Progress



So this isn't a big difference from the last post, but it's all I got this week folks. Last week's job was to reinterpret the Spoutwood logo in it's most basic sense -I re-arranged some type and did a new paint job on the pre-existing logo. That done, I think all involved felt that the overall impact wasn't as "brimming with life and organic goodness and the magic that is Spoutwood" that is could or should. Sometimes taking logo out of it's context and then amplifying what is there can underscore certain qualities that were there all along but not so obvious. I still think it works well as a simple version of the logo to use when you can't afford a lot of noise in the image.

That said, this week's take was geared towards taking it over the top with all the botanical flourish I could muster. I spent most of the day revamping my Eyvind Earle inspired Photoshop brushes in preparation for what was actually very little time painting. As a side note, I am really having fun building these brushes, and using them is a dream. They really let me focus on color and composition so much more than grinding out detailed drawings of things like foliage. Although my primary visual vocabulary is heavily influenced by Eyvind Earle, I see some of that Andrew Jones "shape sifting" quality emerging as well. This is getting so much closer to how I want to work. I'm really glad to have the opportunity to work this stuff out.

Monday, February 4, 2008

Logo


I've been asked by my friend Rob Wood to interpret the logo for his CSA Farm and home to the May Day Faerie Festival -Spoutwood Farm.

I'm kind of excited about this first draft. To be honest I don't even mind if it gets rejected b/c it let me really work out some ideas I've had about how I want to try a different approach to rendering and color than I have up to this point. I went with a very Eyvinde Earl inspired approach -graphic, but grounded in realistic if not stylized lighting.

Monday, January 28, 2008

And now for Something Completely Different


OK, I officially really hate that first image I posted down below. It is non-comittal and poorly executed. Conceptually I like the idea, but it doesn't reflect my aesthetics. This image doesn't either, but I wanted to post "something".

As I intimated, the Revelations Workshop really messed me up. It made me really question my approach to image-making and in the last few weeks I've been trying out a lot of different techniques. I've been more or less unhappy with most of what I've been doing, but I know from experience that this sort of churn is a sure sign that my head is busy integrating new ideas and that I will come out the other side a better artist for it.

This image is more or less a Photoshop collage piece. I used Art Rage to set down a base abstraction and then started laying in various photo images themed around ancient Rome. I was/am planning on using it as a supporting background for some concept art for my current "Civilization-related" project. I sense a touch of the Android Jones influence in the approach and palette.

My hope is that if I keep posting work here, eventually it will coalesce into a cohesive body of work but for now it looks like the most awful student portfolio I've ever seen -all over the map and not particularly good at anything. I could be posting "safe", polished work here, but I'm quite deliberately rejecting my past work for the time being until I find my direction.

Wednesday, January 9, 2008

A New Beginning


I have been nagging myself to finally put-up or shut-up regarding getting serious about doing my own artwork. Well fresh off the Revelations workshopI think I have been sufficiently shamed and motivated to at least give it a try. My goal is to post 1 image a week. Any image, no matter how imperfect, dull or unfinished.

My main difficulty seems to be finding my style. At work, I use a well practiced, utilitarian approach to depicting game assets -that style, although fast and useful, isn't all that expressive and just isn't what I personally want "my" work to look like. I've been aping styles for so long now I wonder what I might do if I tried a little to finish something for once. I went through a phase where I did a lot of work in Illustrator that I kind of like, but I found Illustrator a bit cold and time-consuming. I like working with digital tools, yet in my heart I would prefer to have a "real" work to hang on my wall, something organic and hand-made, not a printed copy of an ethereal image made on a screen.

It should be an interesting (to me) journey, setting out to hopefully explore and discover what I am capable of.

To start us off, I offer this blatant Mignola-inspired interpretation of Janus, the 2-faced God of beginnings, change and transitions.