Professional Documents
Culture Documents
The Summer issue of .psd is in your hands now! Have you ever wanted to learn how to use Adobe Photoshop in more ad-
vanced ways, but had no idea where to start? This set of Photoshop tutorials gives you a jumping-off point of interesting
ideas to inspire you. This issues theme is the art of designing computer games. I know there is a lot to say on the subject but
we have only 76 pages... Starting with the cover, we have Fern The Farmer, created by Patrick Beaulieu and Chevisodes Crew.
Next, there is quite a freaky goat experiencing some wild adventures on page 10. As an example of using art to express your
feelings, unleash your creativity, change the world and even create your own world, Morgan Yon describes how he created a
striking illustration to depict his personal feelings and emotions about Nazism. See his Making of Uchronia tutorial on page
14. Did you know you can use your completed digital artwork as background art for computer games? On page 30, Eric
Wilkerson demonstrates how he prepared a digitally painted scene for a computer game. Most impressively, he worked
with only raw Photoshop as opposed to relying on lters and plug-ins to create his effects. On page 38 Steward Bruce of-
fers a 34-step tutorial on merging painting and photography. And the popular Neil Duerden is back with us once again with
a fantastic tutorial where he takes you through the process of making a computer-based editorial style piece. On the CD we have included the latest cover
tutorials from our magazine I hope you like them! You can also nd stock photos, 16 game textures and 3-5 game models created by Zatun Games.
Theres always much more inside the magazines covers as well. Do we really need to convince you to explore it all? It speaks for itself! This is an issue
where experience does not matter, since what the authors present is fun to read while you learn. As always I thank the authors for their submissions and
hope that you will enjoy reading them.
Best Wishes
Ewa Samulska
contents
on the cd
Battle of Klendathu contributing writers
CD 6 Eric Wilkerson 30 Contributing writers 60
cover graphic Exhaust burn tutorial self exposure
www.the3dstudio.com 38 Steward Michael Bruce
Wild adventures of Fern the Steward Michael Bruce 62
farmer photomanipulation
Patrick Beaulieu/CHEVIsodes Crew 10 Think of the wall reviewer's choice
Stewart Michael Bruce 42 Game consoles
workshops Game over Cyril Roger 68
Making of Uchronia Neil Duerden 50
Morgan Yon 14 review
Jelous bodyguard start with Books review 72
Andrew Berends 18 Shape in sand Software review 73
Marious Soare 54
Darkness monster
Steve Jubinville Making of the divebombing
and Yanick Gaudreau 24 pterodactyl
Ryan Slayter 56
on the CD
on the CD
Using the .psd Photoshop Magazine CD
The disc contains a valuable collection of valuable textures,
trials, full versions of photo software, pdfs of the latest .psd
covers' tutorials and source les for this issue materials.
This issue we give you the second part of the video-tutorial
about Blog Creation from killersites (First part you can get
from the 3/2008 issue's CD). The disc interface requires
Windows NT/2000/XP or Mac OS 9/X. You will also need an
active Internet connection to make full use of the CD. In
Windows the CD should autorun when inserted into the drive.
OS X Users to launch the interface select the autorun.exe le.
If you have trouble launching the interface, you can nd all
content relating to the magazine inside the CD.
6 .psd 04/2008
on the CD
ADVERTISEMENT
.psd 04/2008 7
on the CD
Stock photos
30 Free Stock Photos from stockvault.net
Stockvault.net has provided 30 textures and background images which include grungy, dirty and abstract shapes and forms you can use
in your designs. Visit stockvault.net for thousands of free stock photos and textures. The provided images are also available online for .psd
subscribers and can be downloaded at
http://www.stockvault.net/psdmag-downloads/
www.stockvault.net
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effects and Action Script 2.0 can help you achieve more advanced
function. It is the fastest and easiest way to create your own Flash
works professionally. Blogs are now a fundamental part of the Web ... they're everywhere!
Upgrading from Sothink SWF Easy 5.0, SWF Easy 5.1 continues As such, Photoshop designers will probably be asked more and more
to support all the features of SWF Easy 5.0 and gets some refor- to create layouts for business blogs. So it only makes sense that
mation on the interface to be more user-friendly. Besides that, it Photoshopers should learn about how to use and set up Wordpress
also has many new features. From version 5.1 onwards, Sothink probably the most popular blog software out there today. At the
SWF Easy supports adding more resources to program by installing same, it also makes sense to get your own blog up and running too!
Resource zip le downloaded from Sothink website. Should you have any questions please visit our forums at:
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8 .psd 04/2008
CD
CD here
If the CD contents cannot be accessed and the disc isnt physically damaged,
try to run it in at least two CD-drives.
If you have encountered any problems with CD, please write to:
cd@psdmag.org
cover artist
Wild adventures
adventures of Fern the farmer
Hi everyone and welcome to the Making Of Fern, a 3D artwork created by the
Chevisodes team. CHEVisodes is an episode based on CG animated movie
featuring Fern. Fern is the main character of CHEVisodes. Other characters may
join Fern in his adventures but this will be yours to discover.
Modeling
T his is a for the love of this type project, we are a bunch of
friends that really love Cging. We are currently working on
the animation of CHEVisodes, you can still take a look at our
website (www.chevisodes.com) to see some Work In Progress. We
hope that you will enjoy the CHEVisodes as much as we enjoyed
Before I started modeling anything of Fern head, I had to be comfort-
able with the concept (Figure 2), so the rst thing I did was looking
at it for a good moment and imagining it in 3D. I had to take a mo-
ment like that to be sure of all the important shape of the character
making them. The idea behind the image of Fern was really simple. face, try to see how the muscle will work together. I often paint on
This character is really appealing, Fern have his own personallity, the concept just to see where important lines are (Figure 3). It's
expression and attitude. Our goal was to show his personality in so important not rushing working on the modeling phase, because
one image. The pose was really important, create a nice silhouette, at the end 3D software are just a tool, so if you're not familiar with
give attitude to the character and show character soul (Figure 1). what you are going to model, there is good chance you will loose a
We used complementary colors for the character and background to lot of time. In this tutorial, you will be able to follow with the progress
direct the audience to look at the character. Heres all the members picture (Figure 4), the modeling of fern head.
of the CHEVisodes crew ( www.chevisodes.com): Initial phase done, I was ready to start modeling. Everytime
I start working on a model, I prefer to have a mass that will cor-
Patrick Beaulieu Character Animator, modeling respond the proportion. It's really hard to begin with just extruding
Squeezestudio.com edge. So basicly, I start with a simple box with a meshsmooth modi-
Jonathan Simard Character Animator, modeling er (iteration 1) that I convert in editable poly and start adding edge
Pikmin.cgsociety.org and I follow the model sheet. I don't really care if the model is clean
ric D. Lgar Animation TD Ericdlegare.com right now, I just want to get the right proportion. It's important to tell
Daniel Huertas Character Animator Danimating.com that the proportion will surely not be nal, but at least I will have an
Daniel Boulanger Concept Artist excellent reference to work on. A good tips when you are modeling a
Simon Dubuc Texture Artist head, is to add ear at the beginning. We don't care if it's the nal ear
Yves Breton Sound Designer or ear from an other character, just add a pair of ear as a place holder.
Christian Pacaud Music Composer ChristianPacaud.com It will help you a lot of making him alive in front of you at the begin-
Ruben Mueller Cheerleader/Webmaster RubenMueller.de ning and it will be a lot easier to work face proportion.
10 .psd 04/2008
wild adventures of fern the farmer
So when it's done and I'm happy with the shape, I can focus on use subtools, a great feature added in the most recent ZBrush release.
having a clean mesh that fallow muscle. It's time now to delete part I then imported the OBJ into ZBrush, and used Tool: Polygroups: Auto
and reconstruct it. In this step, I'm not focusing on detail, Im just Groups to give every element a specic group, and then Tool: SubTool:
adding important line, because even if the proportion are correct at GrpSplit to split them into different subtools. Subtools allow for a much
rst, It's easy to destroy it. So during the reconstruction, I always more precise and manageable high-res modeling job because you can
take care to adjust the proportion everytime I'm adding edges, so I subdivide the part you are working on up to ZBrushs allowed maxi-
wont nish this phase with weird proportion. For this character, its mum for your machine, and then return to subdivion level 1 to work
was different then other one I did in the past, because a lot of details on another part. With everything ready, I started sculpting the mesh. I
was concentrated and squeezed near the nose and eye. I had to suggest starting with the main shapes and using the layer system to
keep the right proportion and deal with lots a poly in this area. But I add levels of details. For sculpting, I mainly used ZBs default brushes
knew where the important line were, so I just followed them like you and the stencil tool with photographic alphas. Once I was satised with
see on the progress picture and it ended up well. the sculpt, I rendered the displacement (or height) map, the normal
Like you see, the nal model of the face in the progess picture
it's not like nal fern face (Figure 5). There are lots of difference in
the eyebrows and nose section. On the concept, the eyebrow looked
pretty good, but not as much on the 3D model. So I pass the model
to Patrick Beaulieu. He had a fresh vision of the head, because he
hadn't worked on the face yet. He did a great job reshaping problem-
atic section and keep the model as close as the original model. After
that we did some minor tweak and the head was done.
As a conclusion, you have to make sure that the proportion are
correct at the beginning. Cleaning the model is far easier so I keep
that for later. Follow important line with polygons will keep your
model with better proportion, less poly and will make better defor-
mation for animation.
Texture
In this section, I will explain the process used for mapping, high res- Figure 2. Concept 00
olution sculpting and shader creation that I used for Fern. First, I took
the model from our modeling team and examined it thoroughly for
anything that might hinder the texture job (uneven polygon density,
stretched polys, triangles, etc). Next, I unwrapped the model using
3dsMaxs unwrap modier for the greater part (Figure 6), and also
the handy relax function of UVLayout. After some tests, I decided to
use 3 UV regions, one for the head and arms, one for the eyes and
one for the rest of the body. This is because I want to keep apart the
parts that will have very different shaders applied to them.
With every part properly unwrapped, I exported an OBJ le con- Figure 3. Fig 1
taining all the body parts as separate elements. I did this to be able to
.psd 04/2008 11
cover artist
and cavity map with Zmapper (included with ZBrush), and I exported Actually, the less complicated by longer step was the skin-
back into 3dsMax for the shader job (Figure 7). ning, beucause of the Deformation Layer (Figure 12) on top of the
For Ferns skin, I used mental rays fast skin shader. It renders Control Rig (Figure 13), there is a lot of bones in the skin (Figure
fast and gives good results for the sub-surface scattering. I made a 14). On this image I'm showing the enveloppes to show you how
diffuse map using photos, and a specular map from that diffuse. The much bones there is in Fern (yet I don't use enveloppes to skin
displacement map was used to give detail to the characters silhou- characters). For the skin I used a thechnique that I would call sub-
ette. The eye has a modelised cornea and iris to make it catch light strative skinning, for exemple, I would skin evry point of the leg to
in a realistic way. The iris has a high specular value, and the cornea the thigh bone, and then I would go on the calf bone to steal some
renders only reexion. A normal map is used on the suface of the weights to the thigh in the knee area, then all the foot area would
eye to make it look wet and imperfect, and to help with the bulge be weigthed to the calf and then the same thing goes, the foot
of the cornea. Finally, the rest of the body uses standard maps (dif- would be stealing some weights to the calf, I nd this technique to
fuse, normal, specular, reexion), with a bit of sub-surface scattering be very good to create a rough skinning (before the painting) or to
for the thinner cloth parts (Figure 8 and 9). skin low resolution characters.
This kind of project is a good opportunity to learn that some
About Fern's Rig techniques work well and other should be avoided. This will be
The main idea behind the rig was to make it very intuitive for the anima- shown in DPuppet, a new rig in progress that will be available
tors, that's why the visual interface was created (Figure 10 and 11). for free so animators can enjoy some Fern-Like animation (the
Basicly it controls evrything on the rig, instead of using slidders, visual interface will be included too) stay tuned on www.D-
that some animators just can't stand, buttons in the interface handle the Puppet.com for updates !
IK/FK switching as well as the dynamic linking and even the selection
and the trajectories. Also whats intersting is that it's quite accessible,
making such a visual interface does not requires an high level of script-
ing skills, for exemple, when I was at school I made my very rst visual
interface in 3dsMax using only the macro recorder and visual MaxScript.
Making those interfaces is fun so just try it yourself !
Figure 7. Zbrush
Figure 5. Fig 3
Figure 8. Head
12 .psd 04/2008
wild adventures of fern the farmer
to adjust lighting. It give a good job to boost colours, intensity and mixte
background with the character (Figure 15).
Conclusion
Figure 12. Deformation Layer Figure 13. Control Rig Finally, I hope you have appreciated this article. Like you can see,
there a lot of work behind this character, our team worked really
Compositing hard to create this character. It was great for us to make Fern and
The compositing was the easiest part in the creation of this picture. We see how we can work together. We are happy with the nal result,
created this character for a webisodes. Fern was build to give us the hope you enjoy this character too. Dont hesitate to contact us on
ability to render animation sequence really fast, without render passes, Chevisodes.com for questions. It will be a pleasure for us to answer
without complicated process, one click, one render. For the picture, we your questions. Im entirely at your disposal if I have the time...
added some tweaks on the nal images, add background, try to remove (Figure 16).
the 3D effects, adjust brightness contrast and add some details like www.CHEVisodes.com
that. We used the lighting effect tool in Photoshop on the nal images by CHEVisodes crew
.psd 04/2008 13
medium | 15 h | tutorial on CD
Adobe Photoshop CS3 | Autodesk Maya 8.5
Making
of Uchronia
I have always been interested in history, particularly the period from 1939 to1945,
and I decided to make a couple of illustrations to depict my personal feelings and
emotions about this subject. Thus this picture, Uchronia is one of these in which I
tried to suggest to the viewer a scene of uchronie: what would have become of the
world, in particular in the city of Paris, if Nazism had triumphed.
14 .psd 04/2008
making of uchronia
.psd 04/2008 15
workshops
the very positive side to offer innite freedom in the choice of the cen- Throughout the process, I keep my image in grey levels and I put the
tring and the light. This is something which becomes more and more colours only once the balance of grey suits me.
recurring in my work, a huge saving of time which allows me to concen- The sky comes from a personal photo over which I painted in order
trate much more on what I have to tell rather than sinking into technical to restore its density and balance of grey. I also tried to connect this
problems. Now let us see how I proceeded, following six main steps, to layer of sky with mountains in the background by a sequence of multiple
go over Uchronia. layers of fog created with the basic brushes which photoshop offered.
In this rst step of conception, I let myself go through many
ideas, I thus painted an area of water and I began to work on the city
Steps description: to quickly put together a general view of my image and see if the
circulation of the forms and spaces worked together. Using level and
Step 1 curve tools, I more accurately dened the balance of grey.
As I have said, I began this image by creating a 3D base to erase
the constraints of perspectives. This 3D base was quickly taken up Step 3
under Autodesk Maya 8.5, by using very simple forms and a pass of In this stage, I nally decided to replace the area of water for several
basic lighting with a main light source. reasons: in the end it cut the image and aerated it too much, it damaged
Once my framing was found, I made a rendering under mental the sensation of a huge hostile place which I wanted to create. So I kept
ray creating this dear .tif le with its alpha channel allowing me to on working on the city by using this time squared custom brushes al-
start my illustration under photoshop. I spent about 1 hour under lowing me to create a rough and sharpened aspect in the forms and
Maya and all the rest of the process continues under photoshop. their rhythms. The background is henceforth in the fog intensifying the
That is why I do not consider it as a 3D illustration because almost atmosphere and I added far off another tower far off which increases the
95 % of the job was a work of texturing/painting in 2D. global depth of the image. So, I began to dene more exactly my idea of a
crematorium by painting smoke which escapes from those tours/ovens,
Step 2 using custom brushes in colour dodge mode. These smokes joined in the
After switching softwares, lets go for painting! My image is ready for sky which becomes there only darker. Last addition in this step, the work
texturing but before all, let's start the process with the backgrounds. on the foreground by clarifying the forms of the building and imagining
16 .psd 04/2008
making of uchronia
what could take place there. I tried to paint those buildings as bunkers to Step 6
really plunge the viewer into an uchronie of the WW subject. As it often happens in my process of creation, I changed radically
and it is what happened for the city. Indeed, these ruins did not sat-
Step 4 isfy me on the idea of uchronie and one would have been able to
Here I began to put my rst indications of colours. This colour was imagine any place. I thus had to go through my stock of photos
created thanks to a brown / sepia layer in overlay mode. It gave me and I decided to replace the city by a sight of Paris. Thus by using
a quick primary idea of the general colour scheme which I would a picture reference, I repainted above by adding layers of snow on
change afterwards but it allowed me to better link my elements. each building and I tried to give a little of life by adding for instance
My work on bunkers has still evolved and I also began the process smoke which escapes from replaces. I also decide to add a over-
of texturing. I also decided to plunge the height of the sky in an even hang in foreground to be afterward able to stage a character there
more important twilight as if this last one came to press on the city. whom one would perhaps have noticed if he had been posted farther.
The feeling of claustrophobia was interesting in this image that is I also bring my last retouch for the atmosphere; snowakes are for
why it remained until the nal version. Another pass of levels and many, painted thanks to a lot of white point motion blurred. I worked
selective colours bring us to the following step. nally the very last details, the electric cords, the ravens and the
soldier with his disturbing look. In fact, a lot of small graphic details
Step 5 strengthen once again the cold and hostile aspect of this place.
In this stage, I continued the process of texturing the buildings Finally, and I believe that it is the most exciting step of the pro-
facades. All these textures are applied with appropriate blending cess of creation, I made the last retouch of colour by using all pos-
mode and worked again in their colour scheme using the selective sibilities that photoshop offered. Color correction, selective colour,
colour tool. All the pierces in the walls were hand-made by using the photo lter and many others helped me to nish this picture which
lasso tool and the textures of wire nettings were put afterward. Then in the end took me about 15 hours of work.
I dened slightly better the ames and I linked plans together again Its done! After writing this I think my own technique is a little bit
with a couple of fog layers painted with huge round basic brushes. messy, in my mind, but I hope you will nd it interesting.
Finally, I worked colour by colour the entire image by using the chan-
nel to mixer tool and I tried to nd a harmony between them. by Morgan Yon
.psd 04/2008 17
medium | 10 h | tutorial on CD
Adobe Photoshop CS2
jealous bodyguard
Jealous
bodyguard
Jealous Bodyguard was made for a personal project called Companions.
A childrens book, of sorts, each image focused on the relationships between the
human inhabitants and the local wildlife of a ctional island. Jealous bodyguard
was created with the idea of a trained guard for a young, regal, women. The thought
pattern centred on a creature that was graceful yet erce which led to the idea
of a large domesticated cat not unlike a Bengal tiger. Fierce but capable of affection.
Setup
For this image I only used the one type of brush, the hard edge (Figure
1) not for any particular reason nor do I not use other brushes, I just
felt that this gave me the most control. The only adjustments I make
to these settings were to the opacity and ow and in my own case
I change the, ow, opacity and size jitters respectively to pen pres-
sure (Figure 1) only because Im using a Wacom tablet. For this image
I made th e canvas an A4 size and shape at.
Sketchy behaviour
I usually sketch out the image I intend, scanning it in as a guide
and adjusting the levels to make the lines stand out a bit more. In
this case however I used both my original sketch and added to it in
Photoshop with a same hard edge brush. I also employed the talents
of my associate Samantha to act as model for the young women and
base the facial expression and skin tones on hers (Figure 2 and 3).
Before I blocked in any colour I made four separate layers, the
bottom being skin, the next being the garments beneath her long
dress and nally one for the dress itself.
Blocking in
With Sams face sketched into the image, and enough separate
layers to easily be able to adjust things down the track, I began
the blocking in phase. I settled on an orange and blue/violet colour
scheme (Figure 4). I also established that her cat companion would
be a white creature not unlike a white tiger or lion so I based its skin
as a beige tone that I could build up on over time.
.psd 04/2008 19
workshops
20 .psd 04/2008
jealous bodyguard
Head Gear
The next step I took was to assess here head dress design which I mad
into an engraved hemispherical piece of jewellery and tried inlaying a
bit of detail. After this I found that it still looked to boring and plain so
I added the ring hanging in the centre of the crescent which I had con-
sidered leaving out from some of my initial sketches. The only other
real decision was whether to make it gold or silver (Figure 9). In the
end I felt that the gold was too bright and too ceremonial I wanted it to
look like she was out for a stroll in the court not at a royal precession.
The cat
The cats fur followed a similar pattern to how I layered up the tone in
the womans skin. The main difference was that because this was fur
it meant I had to make all the edges hard with minimal blending of the
colours. This helped the fur to look matted and rough. This was still all
done using the same hard edge brush which in retrospect was a bad
decision considering how much fur I had to paint (Figure 10).
Once I had everything laid down I used the smudge tool at half
strength to move the fur around a bit and nally I gave the area
some shape denition, as it seemed to at, by adding in some darker
Figure 8. Further dress detail stripes to emphasize some bulk.
.psd 04/2008 21
workshops
Cats head about it until now. I wanted to try out some stuff but I wanted to
Meanwhile the cat s head followed a similar process (Figure 11) try and get the shadows as accurate as possible so I used some
of laying down tone then slowly building up the detail. This was 3d modelling to establish a basis for shadow and perspective. Once
still obviously quite time consuming considering I was only using I got what I wanted out of my 3d study I painted in a bit of brickwork
the hard edge brush. After this I began working in the eyes and and the shadows cast along the stone oor. I added some draped
tongue, like most large cats I gave the exposed skin around the ags to ll in the extremely boring walls and blank space and as a
lips and eyes a dark brown colour and the inner mouth a lighter nishing touch added in the pink cherry blossom petals to a layer
reddish brown. I also made the nose a dark brown rather then above the rest.
the characteristic pink of a tigers nose and pointed the ears
a bit more. I added some deep blue eyes and yellow tinted teeth Finished
as well as a lightly striped pattern to its fur both on its face, neck Well the nished product is something I enjoyed and hopefully
and legs. youve enjoyed this little explanation of how it came to be. I wish you
all good luck in your own work and thanks for your time. Please if
Background you have any questions dont hesitate to contact me.
Once I had the two of them completed for the moment I got to the
background (Figure 12) not honestly having had much thought by Andrew Berends
22 .psd 04/2008
medium | 100 h
Adobe Photoshop | Softimage XSI | ZBrush
Darkness
monster
In creating this character, our main goal was to test ours skills by creating a
realistic, but fantastic creature. In order to do so, we drew some inspiration for
certain aspects from movies such as The Lord of the Rings (inspired the characters
height and the all-over fantasy look & feel of the movie), King Kong inspired us for
the creature battle scenes and War Harmer and the War Craft inspired us when
designing accessories and armors used for the lm. Our concept is mostly based
on the use of lighting: we wanted to create a bright and well-lit atmosphere, which
is contrary to more popular dark and evil creatures we usually see in these types of
animations. We also wanted to focus on the characters traits and expressions.
24 .psd 04/2008
darkness monster
.psd 04/2008 25
workshops
26 .psd 04/2008
darkness monster
ARTIST PROFILE
Now because the modeling is very high in detail, we use a sim- and add sun to recreate a nice rim of light on the back border of the
ple Diffuse Map alongside a Displacement Map and at this point, head, or object. In reality, a reection is created when light hits an
the sub-surface scattering (SSS) shader is not connected because object and for this reason, we needed to add an environment map in
I add the (SSS) in a separate pass. Figure 7. For this specic image, order to simulate reality, complete with natural outdoor details and
we used a very High-resolution mesh, which is faster for rendering. cool variations. With a bit of imagination, this creature really could
For the nal animation shot, we put a lower mesh in the scene and come to life. See the Figure 9. Final gathering and caustics can help
I applied displacement using the Render Tree. Figure 8.
.psd 04/2008 27
workshops
achieve look, but it is very long for the render so weve recreated the
look by diffusing light all around the character varying its intensity
depending on the lighted areas. We tried to imagine rays of light fall-
ing on one object and then bouncing off a second and this is the
phenomenon we tried to apply to the character. See the Figure 10 &
11. Rendering is done using Mental ray in Softimage Xsi.
Post-production
Post-production for this image was done using Photoshop, which is
great for composting if youre working on a still frame, and Shake
or Fusion are used for the nal animated shot. Using a motion blur,
which was inspired by an action shot picture of a repeated move-
ment, breaks the images static feel. We then added a Hair pass to
make the transition with the background more natural.
Conclusion
Yanick Gaudreau Steve Jubinville In short, all of the enumerated aspects are what make the essence
of the image: weve carefully proportioned lighting, textures and paid
special attention to modeling details to ensure a extremely realistic
feel to the character and its surroundings.
28 .psd 04/2008
medium | 10 days
Adobe Photoshop CS2
Battle
of Klendathu
Welcome to my digital illustration demonstration. There are many ways of creating a
digital painting. This is just my way. Ive been trying my best to mimic my traditional
oil painting with digital media and have found Photoshop CS2 ideal for this purpose.
I tend to stay away from various lters and plug-ins while I work. I have a big library
of custom brushes that I hardly ever use. Most of this painting is done with the same
4 brushes used at varying sizes and texture levels. These 4 brushes mimic the ats
and lbert brushes I normally use in oils. Throughout this illustration I used very few
layers. One for the background, foreground and separate layers for the gure and
foreground aliens. A few adjustment layers and thats about it. I dont have a super
fast computer so having few layers keeps my le size down and allows me to slush
pixels around without any slow downs.
battle of klendathu
.psd 04/2008 31
workshops
Concept Sketches
T his Illustration is a remake of the cover to Robert Heinleins
Starship Troopers. Before I had ever heard of Robert Heinlein,
I saw the lm based on the classic Hugo award winning novel
and thought it was just a terrible big budget rip off of a cancelled
TV show called Space above and Beyond. So you can imagine my
Each Illustration starts from creating thumbnail sketches. For this
painting I wanted to stay away from a static pose of troopers standing
around with a star eld or training camp in the background. I thought it
would be interesting to depict a scene from an event that was lightly
surprise when I discovered that the movie was based on Heinlein's touched on in the book, the battle of Klendathu. I worked up sketches
book and that the book inspired a whole sub genre in science ction. to convey the idea that the viewer is looking up at the cap trooper from
GIANT MECHA!!!! I was never fond of any of the covers done for this the bugs point of view. In each sketch I wanted the gures body to
novel so thought I'd take a shot. be exposed in some way to show that even though he is incased
within this heavy machine, he is still in imminent danger. Background
troopers were added, but since the focus of the illustration was the
interaction between the exposed cap trooper and the bugs, I decided
to remove the background cavalry.
While creating rough drawings I am thinking about mood,
lighting, atmosphere, size relationships, composition and overall
concept. After producing some loose thumbnail sketches I create
Figure 1. Sketch it up
Figure 2. Reference
Figure 3. Bug war nal line art Figure 5. My digital controlled palette
32 .psd 04/2008
battle of klendathu
.psd 04/2008 33
workshops
a rough nal drawing as a guide for my next few steps. For me this
stage is the most fun. Here I begin focusing on character and cos-
tume designs, architectural detail and other background elements.
Depending on the illustration, machinery and other conceptual de-
signs are all worked on as well (Figure 1).
Gathering Reference
Now that I have a fairly good idea what the composition and overall
concept will be, I set out to nd reference materials for the gure,
mecha and environment. I spent time looking at desert landscapes
Figure 13. Exposed cockpit complete Figure 15. More dents, scratches and dirt
34 .psd 04/2008
battle of klendathu
Final Drawing
When Ive nished gathering my reference, all that is left is to complete
a detailed nal drawing from which to paint. My line drawing is done
completely in Photoshop. Some illustrators prefer to draw on paper and
scan in their nal drawing. I'm most comfortable working every stage
digitally. I take my rough sketch and scale it up to 14x24" at 300 dpi,
the size I want to paint the nal illustration. A second layer is created
Figure 16. Forearm gun turrets and bug lights Figure 19. On to the arms
.psd 04/2008 35
workshops
Final Painting
Now for the main event. When working in oils I follow the Frank Reilly
system of painting. This method taught me to paint with a controlled
palette. Almost all my essential colors are pre mixed into value
strings from light to dark. When I decided to work digitally I saw no
reason to change that approach. I have a PSD le that has a value bar
for the entire color wheel and a grayscale bar next to it. Im able to
adjust the chroma of a hue simply by picking the foreground color
and its gray equivalent. With Photoshops color dynamics turned on
and switched to pen pressure I can control the intensity of color by
how hard or soft I press down on the tablet (Figure 5).
Once Ive settled on a color scheme I create a new le with my
attened line drawing as the base layer. I take my color study layer
and scale it up to my nal working dimensions, then lay it over the
base layer. This eliminates the white canvas and serves as my rst
wash of color. A step I would traditionally do in acrylics (Figure 6).
I create a new layer above the color wash and begin working in
the background. I always work from background to foreground while
Figure 20. Remembering Buenos Aires constantly checking my values and light/dark contrast (Figure 7).
Once I have established color and my values for the painting and
have a general idea where the piece is going I tend to just move across, up
or down through a painting until complete. As I work from background to
foreground, I start to see the painting in quarter sections that need to be
completed as I go. I like to see my under drawing road map as I paint. As
you can see from (Figure 8) Im just about nished with the background
and have moved on to the middle ground robot. When creating this illustra-
tion I knew I wanted it to be another exercise in rim lighting. Continuing my
study of Orientalist painters. I didnt want the gure details to get lost in
silhouette. I establish that there is a diffuse main light coming in that helps
to softly illuminate the gure and robot in a cool purplish hue.
Textural Details
Now that Ive nished painting the background and ships I continue
on working the robot. I spend time adding chipped paint marks and
textural details to the metal as I move across the mecha. I work out
the inner cockpit and surrounding details (Figure 9-15).
With a majority of the mecha complete, I wasnt satised with the
drama in the scene. I decided to add machine gun turrets to the robots
forearm. Doing this gave me the idea to have the bugs in the extreme
foreground rim lit by the machine gun re. I always enjoy painting in
glowing light sources so painting in all the reected lights to help de-
ne form was the most fun part of the illustration for me (Figure 16).
36 .psd 04/2008
workshops
Exhaust
burn tutorial
Exhaust burns are the effect of hot gases and particles of carbon, oil and
other substances that discolor the sheet metal around exhaust pipes. These
discolorations increase with age and use of the vehicle and can be found on cars,
aircraft and other vehicles with sheet metal in the proximity of the exhaust outlets.
T he larger the exhaust outlet the larger the area effected by the ex-
haust burn. The smaller the outlet the inverse is true. Jet exhaust
will burn the sheet metal more but put fewer particles on the
metal than a reciprocating engine so the result is less dark particles and
more blue gray metal from heating. These burns also follow the prevail-
Dry Brush
Master Diameter 59 px
Mode Normal
Opacity 19%
Flow 29%
ing air currents and gradually lesson over distance. Jet engine exhaust
will lesson faster because the speed they travel through the air cools the Image showing the brush conguration and selection Create a New
metal faster than the reciprocating powered aircraft. You will also notice Layer. In the area of the exhaust stacks, you will need to discolor the
that these burns will curve and ow along the surface with the airow. metal a little to the dark gray blue. This is from the heat of the exhaust
P-51s are a great example. The P-51 has 6 exhaust pipes on either side of and does not go very far from the rear of the stack. Use the Brush Tool
the nose and they spew out exhaust just below the shoulder of the nose and make the patch of heating discoloration as shown in (Figure 5).
just ahead of the cockpit. The airow along the fuselage there is gradu- Image showing the discoloration patch that has been Brushed on.
ally pulled upward only slightly until it reaches a point even with the Using the Smudge Tool with 30% strength and the Blur Tool with 100 %
canopy. It then is pulled downward with the airow as the cockpit and strength, edit this patch and blend it to be smoother and more consis-
wing aerodynamics take effect on the airow along the fuselage. This tent. It should not however be completely consistent (Figure 6). Image
exhaust burn then gradually nears the back of the wing and disappears showing the blended heated discoloration patch after the blur and
as the exhaust is mixed with surrounding air. Image showing exhaust smudge tool have been used.
discoloration of the fuselage sheet metal aft of the exhaust stacks. Note
that the exhaust discoloration follows the natural airow of the aircraft. Applying a particle discoloration
The purpose of this short tutorial is to give you some idea of how to to the sheet metal diffuse material
make exhaust burns on your sheet metal project and with practice and Create a New Layer and select a new color. The new layer will be for
experience, make it appear realistically. We are providing a model and the exhaust particle trail discoloration. The color will be a medium to
sheet metal textures to practice this tutorial with. The remaining pro- dark gray. This patch of discoloration will have more effect on the color
cesses will be included in this tutorial. of the sheet metal because it is substances that adhere to the metal.
They will also be apparent longer although gradually fading away to
Applying a heat discoloration to the sheet metal diffuse material nothing (Figure 7). Color Selection is open and the darker gray is se-
Applying a particle discoloration to the sheet metal diffuse material lected as the new color. On the right you can also see the new layer in
Applying oil streaks on the sheet metal diffuse material the layer manager window. Now Brush in trails of smoke discoloration
Applying Heat Discoloration to the sheet metal diffuse material from the left side of the gray blue patch to the right side of the material.
Using the same Brush will allow the streaking that naturally occurs from
Open the material called MtlDif.jpg in Photoshop (Figure 2). Image of the forward velocity of ight (Figure 8). Image showing the exhaust
material you will edit. Select the Brush Tool and change the settings streaking discoloration brushed on. Using the Blur Tool and the Smudge
as shown in (Figure 3). Image showing brush manage selection is Tool, blend the streaks to be less apparent and less diverse (Figure 9).
made with the Activate brush manager and modify the brush set- Smudge Tool and Blur Tool have blurred the tracks and edges of
tings as follows (Figure 4): darker areas somewhat. Now change the opacity to this layer to about
The3dStudio.com The3dStudio.com
THE 3D RESOURCE SITE
The 3d Studio
Figure 1. Figure 2.
38 .psd 04/2008
exhaust burn tutorial
The3dStudio.com The3dStudio.com
Figure 3. Figure 6.
The3dStudio.com The3dStudio.com
Figure 7.
Figure 4.
The3dStudio.com The3dStudio.com
Figure 5. Figure 8.
37% and change the opacity to the layer with the heat discoloration diffuse material Add a third layer. Open the Brush Manager again and
to 24%. This really diminishes the effect and you can increase or de- select a Small Brush about 6 px of the same type. Leave the other cur-
crease these settings to achieve the results you want (Figure 10). rent setting alone (Figure 11). Image showing new Brush Settings in the
Image showing the nal adjustments to the opacity to the two brush manager. Note the brush setting close up provided above in Figure
layers with the discoloration. Applying oil streaks on the sheet metal 12. Brush is a 5 px dry brush, mode is normal, opacity is 19% and ow is
.psd 04/2008 39
workshops
The3dStudio.com The3dStudio.com
Figure 12.
Figure 9.
The3dStudio.com The3dStudio.com
The3dStudio.com The3dStudio.com
THE 3D RESOURCE SITE
The 3d Studio
40 .psd 04/2008
medium | 120 min. | tutorial on CD
Adobe Photoshop CS3
42 .psd 04/2008
think of the wall
Think
of the Wall
Stewart Michael Bruce merges painting and photography to create
phantasmagoric images that capture the imagination. In this tutorial we will
work extensively with the layer palette to create our image. Dont be intimidated
by the layer palette basically, just drag-and-drop your photographs onto your
canvas. Well also work extensively with the lasso and mask tools.
.psd 04/2008 43
photomanipulation
44 .psd 04/2008
think of the wall
.psd 04/2008 45
photomanipulation
18 Upping the depth and the color 21 Cutting back the word
As you can see, removing some of the background from Back- Slowly take out all of the background until you are left only with
ground copy 2 brings back some of the information that was lost the word THINK! Cut in as close to the word as you can (as in the
from the rest of the image. Play around with the image as much as example below) and set the layer to Overlay and opacity at 100%. You
you like to get the quality that you are looking for. can use the Brush tool or if you prefer, the lasso tool works as well.
46 .psd 04/2008
think of the wall
.psd 04/2008 47
photomanipulation
48 .psd 04/2008
photomanipulation
medium | 3h | tutorial on CD
Adobe Photoshop | Adobe Illustrator
50 .psd 04/2008
Game
Over
Game over! Computer graphics
are everywhere, from the games
themselves, the internet and lately
a whole host of computer generated
ad campaigns. They have become
common place and we are so used
to seeing them that they are a part
of our everyday lives, and in some
cases all people think about (you
know who you are out there sat
infront of your PS3 all day).
In this simple tutorial we will step
you through making a computer
based editorial style piece. This style
is very adaptive and can be used
for almost any subject matter with
simple changes to the content so
lets begin.
photomanipulation
01 Type 04 3D time
Firstly create the text game over in Illustrator and choose the The two letters on the right most side are going to be blown away
typeface you wish to use. Id keep this quite simple a if the font is so apply a 3d effect as in the screen grab. Now, rotate your let-
too fussy it wont work. ters to give them the effect they have been blown away.
52 .psd 04/2008
game over
by Neil Duerden
.psd 04/2008 53
workshops
Shape
in sand
In this tutorial I will show you how to draw a shape in sand, rock, snow or
whatever you want to.
54 .psd 04/2008
shape in sand
.psd 04/2008 55
medium | 10-15h
Adobe Photoshop CS2
making of the divebombing pterodactyl
Making of
of the divebombing pterodactyl
Swooping down from the clouds, a manic pterodactyl hones in on his next meal.
This demonstration will show you the steps I used in creating this silly guy with
only a very basic knowledge of Photoshop, proving that given enough time
(not to mention trial and error), something interesting can result from it.
.psd 04/2008 57
workshops
ADVERTISEMENT
58 .psd 04/2008
contributing writers
.psd contributors
cover artist
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Art Executive Manager: www.psdmag.org/en Customer Service 1-917-338-3631
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60 .psd 04/2008
stewart michael bruce
.psd 04/2007 63
self exposure
Stewart Bruce's work will be for sale during the City Hearts fundraiser on May 24, with a portion of proceeds from the sale of his art benetting City Hearts. For more informa-
tion, visit www.cityhearts.org
2007: A short documentary about the artist Stewart Michael Bruce produced by David Clark, to see the documentary goto the Current TV Website @ http://www.current.tv/
watch/33069289?list=newVidsByProducer<erone=16377149<ertwo=-1&sid=33069289&fr=0
2007: Advanced Photoshop, Published in April Issue 30. A Photomontage Tutorials Workshop, (Welcome to Hollywood) showing the reader how to create stunning photo-
montage with out using lter in the new Photoshop CS3. Page 58 63:
2007: Photoshop Creative, Published in April Issue 20 of Photoshop Creative. A photomontage tutorial workshop, (Metropolis Eye of the City) showing the readers how to
create stunning ne art photomontage in Adobe Photoshop CS2. Page 64 71
2007: Computer Arts Magazine, Published in March Issue 133. Page 114: Showcasing, (LA Angel, Heroes, Gasoline and Life in Full colour)
2007: Infusion Gallery, Downtown Los Angles, A Group Exhibition at the Infusion Gallery Downtown LA March 8th 27th 2007.
2007: Tracy Park Gallery, in Santa Monica, Exhibition is at the Tracy Park Gallery in Santa Monica Live Nude Girl February 17th March 10th 2007,
2006: NAPP Website, A Photomontage Tutorials Workshop on the NAPP website, showing the reader how to create (Think off the wall) a stunning photomontage with out
using lter in Photoshop CS2.
2006: Digit Magazine, In May Issue 2006 Illustration in Digit Showcase (Stress City, London Tube, Im Still Waiting) Pages 76 77:
2006: Illustration/Publishing Design Client: Community Connections: College in the Community Learning Prospectus.
2005: Illustration/Graphic Design and Publishing: Client: The Priory Center for there Advertising Brochure.
2005: Graphic Design and Publishing: Client: The Priory Center for there Bridge to Music Report on be haft for the NHS Trust.
2005: Illustration/Publishing Design Client: Community Connections for WW Net, an English and Europe partnership as a non-prot organization. Looking at Woman and
the Labour Market.
2005: SBS Digital Design, April Issue, (Stress City) was on the Front cover on SBS Digital Design. Merging Lanes: Stewart Michael Bruce switches up the Photoshop color
Mode for a gritty take on city life. A two-page tutorial on his work. www.sbsdigitaldesign.com
2005: Digital Creative Arts, February Issue Seventeen, Photomontage Tutorials of (Metropolis Eye of the City) Workshop Create a stunning watercolor photomontage in
Adobe Photoshop CS. Give your digital illustration an outstanding edge by creating it with a natural feel, such as an eye-catching watercolor look... and Adobe Photoshop
CS is just the tool for the job.
2005: Design Graphics, (Havana, Stress City & Im Still Waiting) Illustration featured in Design Graphics: Portfolio Issue # 112, page 32 33 (USA & Australia).
2004: Digital Creative Arts, (Life is Sweet, Think off the Wall, Life in Full Colour, If you nd it, Memory) Featuring in Digital Creative Arts Issue Fifteen Portfolio Page 64 65
2004: Refocus Now 2005 Calendar Competition, August (I'm Still Waiting), 2005 Calendar
2004: Olympia, Illustration exhibited at On The Wall Olympia 29th Sept 3rd October London England
2004: Business Design Centre, Artist and Illustrators Exhibition 22nd 25th July 2004, at the Business Design Centre in Islington London England
2004: Waterloo Gallery London England, Exhibition I LIKE LOOKING AT PICTURES An exhibition featuring the work of photographers, illustrators & artists. WATERLOO GAL-
LERY 14 Baylis Road, London England 5th 16th July 2004 http://www.refocus-now.com/Pages/ILLAP.htm
2004: Deluxe Gallery Hoxton Square, Cocktail III Exhibition at Deluxe Gallery Hoxton Square, London England, A group exhibition from 2nd 10th February 2004.
2004: Computer Arts Project, Featuring (The Cry, Financial Time, Metropolis), Illustration published in Computer Arts Project (Issue 55), How to get into Galleries.
2001 2004: Facing Faces project, a worldwide, Internet- and gallery-based, anti-violence campaign (http://www.prophitart.com/ffgallery/stewart_bruce.htm) (www.the-
cause.org) through the Coalition of Artists United for Social Engagement (CAUSE). The mission of CAUSE (www.the-cause.org) is to raise awareness of and ght violence
against women and children. The nal goal of Facing Faces is to present in real time and space the human condition, about being able to feel the pain and suffering of a
ve year old girl living in Mxico, but also about human fears and dreams. Over the last few years, Stewart has worked on a series of images for Facing Faces and CAUSE
(http://www.the-cause.org/facingfaces03/tour-selection.htm)
2003 04 Facing Faces exhibit traveled throughout America and Canada, (Los Angeles and Hollywood, California; Toluca, Ohio; Richmond, Virginia; Fredericton, New
Brunswick); Belgium (Antwerp and Leuven); The Netherlands (Utrecht and Amsterdam); and the Philippines (scheduled November 2004, Sto. Thomas, Mindanao).
Artwork from the rst Facing Faces Exhibition shown at the Museum of Art and History in Juarez City, Mexico.
2003: Deluxe Gallery, London with Refocus-Now, Showcase at the International Open Image exhibition at the Deluxe Gallery, London England.
2003: Period Gallery Lincoln, Nebraska, Exhibition at the Period Gallery (Lincoln, Nebraska, USA), in the Digital Experimental III Exhibition; Award of Excellence.
2003: Digital Photographer, (Breast Cancer, Code, Financial Time. Flamingo Park, London Girl, Poppys, Barbara & Dancing) Featuring in Digital Photographer Issue Eight
Imageer Prole: meet a man who's a dab hand with an image editor as he explains the ups and downs of working with digital pictures in Adobe Photoshop.
2003: Gallery 47, Bloomsbury, London England, FUSION Group Exhibition at the Gallery 47, Bloomsbury, London (December), with Refocus Now London (www.refocus-now.co.uk).
2001: EFX Art and Design, (XXY) Feature in EFX Art and Design: Photographic Special (Sweden).
2000: SeaChange Gallery, Great Yarmouth, England, A solo exhibition
2000: Design Graphics, (Poppys) Featured in Design Graphics: Portfolio Issue (Australia).
1999: State College, Pennsylvania, Exhibition in the Pennsylvania Festival of the Arts (State College, Pennsylvania, USA).
1999: White Crow Gallery, State College Pennsylvania,
Exhibition at the White Crow Gallery (USA).
1999: September Song Soho London England, Exhibition in the September Song Soho Multimedia Festival (London).
1999: Colville Place Gallery London England, A Group Exhibition Showcasing Stewart work at Colville Place Gallery (London).
1999: Metro Imaging Gallery London England, Group Exhibition Showcasing Stewart Photomontage
To nd out more about Stewarts art, visit his website at: www.stewartbruce.clara.net.
His work can also be viewed at the American Artist Rep website: www.amerartists.com/index.
64 .psd 04/2007
stewart michael bruce
.psd 04/2007 65
self exposure
CAREER NOTES
Asia and the US, and has been published in national and international
Exhibition and Magazine Articles for 2008
digital art magazines.
Agora Gallery, New York
Icosahedron Gallery, New York April 1th 19th
Pixel Perfect The Digital Fine Art Exhibition Apr 18 - May 8
The show will run from April 1-19th, The reception will be on April
10th from 8-10pm.
Press Release
Tracy Park Gallery, March 8, 2008
Stewart Michael Bruce merges painting and photography to create
Take a Look Group Exhibition featuring works by Stewart Michael
phantasmagoric images that capture the imagination. With the help
Bruce, Mark Indig, Eric Waterman, Alan Roderick-Jones and Victor
of masterfully employed technological tools these digital photomon-
Spinelli
tages take on a quality of serving as illustrations for real life. At the
Tracy Park Gallery, February 9th 30th
same time, with the integration of drawing, watercolors, charcoal,
Live*Nude*Girls Group Exhibition celebrating the female form.
and handmade texts, the works retain more of a fine art patina than
Icosahedron Gallery, New York February 5th 29th
a highly-digitized, glossy sheen. He avoids the use of filters, which
The Exhibition runs from February 5th-29th with the opening
make the work look more mechaniclike graphics rather than art.
reception on February 7th with live music from 7-8pm and a
His subjects range from the political (the protest against the Iraq
cocktail reception from 8-10pm.
war) to the sentimental (childhood recollections), from cityscapes
2008: Digital Arts, Published in February Issue of Digital Arts
to deeply personal nostalgia. Bruces works are consistently organic,
Magazine UK.
seamlessly integrating his training in oil paintings, (digital) print me-
A Photomontage Tutorials Workshop, (Stress City) showing the
dia and batik, always with an eye for the ephemeral. Stewart Michael
reader how to create stunning photomontage with out using
Bruce studied Art and Design at Great Yarmouth College and Norwich
lter in the new Photoshop CS3.
School of Art and Design. His work has been shown across Europe,
other children. That heart-wrenching moment somehow found its Adobe Photoshop CS 3
way into my work. Is A Powerhouse Tool For Artistic Freedom
At the moment I work from home. This works quite well for me Whether you are just beginning or are a seasoned professional, it is
at this time, I feel comfortable in the knowledge that all I have to my goal to help you expand your Photoshop horizons and provide you
do in the morning to go straight to work is get out of bed. When the with new creative avenues by showing you fresh applications of basic
ideas are not owing, I have my books and the TV at hand, to nd Photoshop tools. In this tutorial, we will discover how to create a stun-
inspiration or just to relax. I am always working on new projects and ning montage of photographs, textures and text by utilizing only lay-
techniques. As an artist, I constantly have to challenge myself and ers and without using any lters. More often than not, the crispness
my art form. The next level that I would like to explore is video instal- and sharp lines of digital art can leave it looking at and mechanized.
lation art which I feel would push my current technique into some- To overcome this, we are going to add a ne-art feel to our photomon-
thing even more creative and challenging. After that, who knows? tage creation. To help create that ne-art look, we will be going back to
To find out more about Stewart Michael Bruce, please go to basics, so dust-off your paint brushes and get out your paints!
www.stewartbruce.clara.net. A Pre-project Tip: Always keep your ideas in a sketchbook and
To view a short film about Stewart and his art by filmmaker have a good stock photo library. I nd that looking through the im-
David Clark, check out: http://www.current.tv/watch/3306928 ages I have in my photo library sometimes kicks-off a good idea or
9?list=newVidsByProducer&filterone=16377149&filtertwo=- two. Its also helpful to sketch-out your ideas rst and then go out to
1&sid=33069289&fr=0 shoot the photos that you will need for your project.
Stewart Michael Bruce prints exclusively with Nash Editions
in Manhattan Beach, CA. Recognized as the world's rst digital by Stewart Michael Bruce
printmaking studio, Nash Editions has established an international www.stewartbruce.clara.net
reputation for high-quality ne art photographic digital output. blog:web.mag.com/photomontage1
66 .psd 04/2007
reviewers choice
Games
consoles reviewers choice
Gaming has never been as exciting as it is now. Not only do consoles offer top
notch graphics and sounds, closer than ever to reality, but controls have also
been greatly improved to bring us closer to life game play and impressions. The
three games consoles that currently dominate the market, Microsofts Xbox 360,
Nintendos Wii and Sonys Playstation 3, all offer very different gaming experiences.
Depending on the sort of gamer you are, youll be more attracted to one of the three.
Here we take a look at each of the dominating consoles and help you pick out which
one suits your gaming experience most.
68 .psd 04/2008
games consoles
Playstation 3
Sonys Playstation 3 (PS3) is the swanky high end game console every-
one has been waiting for. Although its release was continuously delayed
and that it still fails to offer platform exclusive titles, the PS3 remains the
real deal in terms of graphics and performances. Whats more, sold at a
price of $400, it is more affordable than ever.The sleek dark design of
the console is a little bit bulkier than the other consoles and weighs 11
pounds for measurements of 12.8 inches wide by 3.8 inches high by
10.8 inches long. Just like the other consoles, you can orient it both ver-
tically and horizontally, depending on what space you have. The PS3 is
easy to set up and, one great plus, has no external power supply, which
denitely leaves room for other devices. To start with it includes two USB
ports to which you can connect external devices, although higher end
models offer up to four USB ports and a Flash card reader. Other ports
youll nd on the PS3 are a Gigabit Ethernet socket and Playstation AV
output for audio and video. The PS3 is a really quiet console, quite sur-
prising considering the power under the hood, including a 3.2 MHz Cell
Broadband Engine.The base PS3 model has a hard drive of 20 Gb, which
may not be enough if youre considering storing lots of games and mov-
ies. You can however go up to 80 Gb. The PS3 is declined in ve different
models in all.The PS3 offers high end graphics from the start with HDMI
output and 1080p support. You can play both CDs and DVDs and any
Blu-ray disk, which as of yet, the Xbox 360 does not offer. The PS3 is
truly a complete media center, and this is exemplied via its XrossMe-
diaBar graphical user interface. This gives you access to your prole, set-
tings, photos, videos, music, games and both the Network and Friends.
The Playstation Network offers free online play from the start and will
take you to Playstation Home, a virtual world where you can meet up
with other online PS3 users and challenge them to a game. The option
to view your photos on the PS3 is really easy to use, store your pictures
and offers a number of different slide show styles to view them by.One
big drawback of the PS3 is that it offers no backwards compatibility with
your old PS2 games. However, it has kept the excellent Sixaxis controller
and even improved its design, by increasing the size of the L2 and R2
buttons and adding a Home button in the middle of the controller. The
Sixaxis controller also now features motion sensitivity, which has been
introduced in a number of new PS3 titles and are reminiscent of the
movement and feel of the Wiis Remote, although probably not as natu-
ral. Playing with motion sensitivity can be a little difcult to get used to
but does offer more realistic impressions. That said, the PS3 is great
played with many friends, thats why the PS3 allows you to connect up
to seven controllers via Bluetooth.Boasting high end graphics and sur-
round sound, a CD/DVD player which handles Blu-ray disks, and a solid
online service via the Playstation Network, the Playstation 3 is truly a
high end games console, almost even more of a media center, where
you can enjoy all your videos, music, photos and even browse the web
straight from your TV. It may not have as many exclusive titles as the
Xbox 360, or the game play of the Wii, but the PS3 remains the console
to beat and the one to offer the most exciting performances.
.psd 04/2008 69
reviewers choice
Nintendo Wii
With the Wii, Nintendo aimed to revolutionize the gaming market, and with over 20 million consoles sold, seems to have made
a point. Iconic of the Wii is its revolutionary controller, the Wii Remote, which works thanks to motion sensors which indicate
the orientation of the controller to the console. The Wii Remote adapts to the game played and the movements required, which
means it can be used as a golf club, sword , shing rod or even adapt to your arms movements. The console itself is the small-
est one built by Nintendo and stands at 1.75 inches high by 6.25 inches wide by 8.5 inches deep. It can be oriented both
horizontally and vertically. The console is easy to connect to your TV and power supply and includes two USB ports to connect
external devices.The interface itself is divided by channels, with the Wii originally including a weather forecast, news, message
and photos channel. This last one will let you store and view thousands of photos, either by quickly browsing them or creating
a slideshow. The Mii channel also allows you to create your own avatar for online gaming. Having the process itself feels a little
counterintuitive, as you need to send and receive a friend code for every online gamer and game you wish to play. Undoubtedly
one of the biggest achievements of Nintendo is to have struck a deal with Opera to use its excellent open source browser for its
Internet Channel. Browsing the web with the Wii Remote is very intuitive, and the channel loads sites quickly, although the wire-
less settings will obviously limit performances for Flash heavy sites or playing back online video. Still its a major plus being able
to effortlessly browse the web from your console.This brings us to another excellent feature of the console, WiiConnect24. This
service handles all the wireless capabilities of the console and automatically receives and sends messages, even when the
Wii is in standby. For extra security the Wii has both built in WEP and WPA encryption, although these might be a little technical
to set up for some users.The Wii is compatible with all the old GameCube games and even controllers but even better, offers
thousands of classic titles via its online Virtual Console service. Youll be able to play games from the NES, SNES, N64, Neo Geo,
Sega Genesis or TurboGraphix 16, with prices ranging from $5 for older titles to $12 for newer ones. Games are purchased via
Wii points, which you collect and store in the 512 MB of memory of the Wii. The console also includes an SD slot for extra stor-
age. The Wii comes with the Wii Sports collection of ve mini games including baseball, tennis, golf, bowling, and boxing, perfect
to get to grips with the new console.The Wii is easily the less expensive of the three consoles, with a current price of $329, but
thats at the expense of a CD or DVD player and the lack of HD graphics or surround sound. The Wii Remote is truly revolutionary,
yet youll have to be aware that it does take some getting used to and uses up quite a lot of batteries.Despite the lack of high
end graphics and no DVD/CD playback capabilities, the Wii is a truly original gaming experience. Youll be able to forgive the lim-
ited graphical performances simply to enjoy the intuitive game play and great WiFi capabilities of the console.
by Cyril Roger
70 .psd 04/2008
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review
Machinima
The book is a suitable first book on Machinima for those
who've never dealt with the subject. It gives a good overview
of the main topics in the field. And it shows the overlap with
traditional film making in several ways. Most clearly in the
necessity for good storyboarding.
But of course, the book also blends in the computer
animation aspects. Where now these differ from traditional
film animation by having the characters exist in a full three
dimensional world.
It might be said that this is also true of mainstream digi-
tal animations like those from Pixar or SKG Dreamworks (eg.
Shrek). But the book shows that the distinguishing aspect of
machinima is its low budget. You and a few capable friends
can easily ramp up the computing resources and software
for a modest project.
72 .psd 04/2008
review
Drawing
and tracing the way you would do it
T he idea for Ananya Curves was born when I worked in the pre-
press department of a printing company here in California. It
was my way of dealing with the frustration of tracing machine
parts with the Pen Tool. If you ever tried to use the Pen Tool in Pho-
toshop, Illustrator, or any of the myriad programs that draw Bezier
curves, you know that they can be quite difcult to control and use. Peak Point
Its like trying to make a curve out of a stiff wire. Thats because in End Point
order to adjust the curve you pull on lines outside the curve called
tangents. Its really hard to predict how pulling the tangent lines will
affect the shape of the curve.
My secret weapon
But there is another part to this story. I have a wife, Brigit Ananya, Start Point
who has a PhD in mathematics. So I asked her if she could develop a You can change the directions of the curve
curve drawing tool with all the control points right on the curve. Well,
ve years and two patents later she gave me Ananya Curves.
Figure 2. With Ananya Curves all the control points are right on
How does Ananya Curves Work? the curve
The secret is the Peak Point. This is the point on the curve that offers
maximum control. So, on your rst segment you click for the Start Straight Line
Point and drag for the Start Direction. Then you click for the End Point
and drag for the End Direction, and the curve is drawn. You then see Circular Arc
Circular Arc
the Peak Point, which you can adjust if you wish. For all additional
curve segments you can just click for the End Point, drag for the End
Direction, and if necessary, adjust the Peak Point.
The Peak Point is the point at the furthest distance from the Ananya Curve
start and end point. It is much easier to adjust the Peak Point than it
is to pull on tangent lines. It is like making a curve out of a string. Figure 3. You can use a different curve type for each segment
After drawing any curve segment, you can adjust it further by of your curve
changing any of the control points or by adjusting the directions. You
dont even have change tools to do this. At the end, when your drawing is done, you can close Ananya
Curves and your drawing is automatically converted into the Bezier
Saving and returning to Photoshop curves used in Photoshop. This allows you to do the many things
You can save your drawings as an Ananya Curve (.ac) le to bring that you can do with curves in Photoshop including stroking them,
them back to Ananya Curves later. You can also save them as a lling them, morphing them, making selections with them etc.
Postscript (.ps) le, which you can open in Adobe Illustrator, Paint
Shop Pro or Corel Draw, etc. The advantages of using Ananya Curves
Ananya Curves are easier to learn, because all control points are
Tangent Line directly on the curve. You shape the curve by touching the curve,
not by dragging lines that are outside the curve.
Ananya Curves are faster to use. We found that they allow experts
to make drawings and tracings two to three times faster. For begin-
ners the advantage is even greater.
Ananya Curves virtually eliminate rework, because of the control
that they provide. When necessary, even rework is faster.
Tangent
Line
For these reasons we feel that, Ananya Curves will become the
standard for the industry.
.psd 04/2008 73
review
Sothink
SWF Easy 5.1
S othink's SWF Easy 5.1 (which used to be known as Sothink
Glanda) is a quick Flash authoring tool designed for people
who want to create simple Flash multimedia without delv-
ing into the entirety of Flash. It's good if you want to do some-
thing simple, quickly, but for something really interactive, such
as a game, or doing more complex designs, you'll want to buckle
down and learn Flash. Which isn't to say that it's not a useful
tool, just one for novice users.
Traditionally, Flash has been used to make interactive ele-
ments for the web that could otherwise not be achieved with CSS
and HTML. SWF Easy offers simplistic Flash authoring without
having to actually learn Flash. This is great for basic stuff, but
you couldn't make something heavily interactive, such as games
with SWF Easy, even a simple tower defense or escape-the-room
game. You can, however, drop buttons with mouseover anima-
tions and sounds, a slideshow of family portraits, and looping
music into your website easily with the program. There's a
limited number of things you can do, and you can do them eas-
ily, but after a certain point you'll be better off using full Flash
authoring software.
The interface is relatively simple, as is typical of Sothink
programs. It's more akin to a wizard than an indepth program,
without many options, but that fits the target audience. You can
drag and drop files directly into the program, import them manu-
ally, or hyperlink elements from the web. The Quick Start tool
lets you rapidly create banners, navigation buttons, and albums
without much tweaking or confusion. There's a tutorial included
in the help menu, and while you can complete it easily, it doesn't
do a good job of explaining exactly what it is you're doing. In the
first step of the tutorial, it tells you to set the properties of the
file you'll be working on to background color #5AAFF4, frame
rate 24, width 480, and height 218. If you know graphics, you
can interpret that easily. The program, however, is designed for
people who don't know graphics, and, as such, should explain in
the tutorial what it is you're affecting with those settings. As it
is, there's simply no point in doing it; you would learn more from
trial and error on your own.
SWF Easy comes with a variety of built-in effect, graphical,
and sound assets, though there are very few sounds built in, spice up a Powerpoint Presentation with an animation, or make
and unfortunately they're fairly poor quality. It is, however, easy a quick interactivity mockup for a website, this would be a great
to import sounds (.mp3 and .wav) and other assets from your tool. It's a viable alternative for adding simple effects to websites,
own library of multimedia, or pull them from existing Flash files, though most of the same effects could also be achieved by learn-
which SWF Easy will decomplie and place into folders automati- ing and applying HTML and CSS.
cally. It should be noted at this point that almost all Flash files Essentially, SWF Easy 5.1 is meant to be used by people who
are encrypted to prevent copyright infringement, so you should want a little bit of Flash sparkle for their websites, portfolios, or
find freeware unencrypted Flash files to draw resources from if presentations, but not much more than that. For anything truly
you can't make your own. There is a free download on Sothink's in-depth or interactive, you should look elsewhere. Novice users
site to add more resources, but it's mostly basic clipart. will be at ease and enjoy it, however.
Overall, SWF Easy is best used sparingly; the ease in which Sothink SWF Easy 5.1 is available for Windows 89/Me/NT4.0/
you can add transitions to images (ripple, bounce, skew) or at- 2000/Xp/2003/Vista for MSRP $49.95.
tach sounds provides a strong temptation to overuse them. But a
little goes a long way, as some of the sample files and websites by Adrian McCanna
on Sothink's website show. If you're aiming to make an E-Card,
74 .psd 04/2008