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Illustration portfolio can be found at http://bit.ly/benerator

Wednesday, July 30, 2014

Motoko

As part of a development initiative, I've spent time doing tutorials and getting some coaching from Cristian Silva, a senior lead artist in one of our Australia studios. We went over the fundamentals, and he taught me some very useful Photoshop tips and tricks. It's helped tremendously with things I do on the job, and I've wanted to apply some of this new knowledge to my personal work, perhaps for a portfolio piece.

I knew Michelle Eubank-Mussoni from back in the days when I used to help staff and run anime conventions; she's a great cosplayer, with strong attention to detail and a very professional approach to costuming. I saw a pic that she posted of her dressed up as the main character from the anime/manga series "Ghost in the Shell" and thought it'd be good to use as the base for a photo illustration. I received permission to use the pic, along with a thumbs-up from the original photographer.

Motoko Kusanagi from "Ghost in the Shell: Stand Alone Complex"

From Wikipedia:
Major Motoko Kusanagi (草薙 素子 Kusanagi Motoko) is a fictional character in the Ghost in the Shell anime and manga series. She is an augmented-cybernetic human employed as the squad leader of Public Security Section 9, a fictional law-enforcement division of the real Japanese National Public Safety Commission. Being strong-willed, physically powerful, and highly intelligent, she is well known for her skills in deduction and hacking.
Source photo:
Costume and modelling by Mogchelle Cosplay. Photography by The Enthusiasts.

Photo illustration:


I "up-rezzed" the art from 72dpi to 600dpi (a bit of overkill perhaps, but I wanted the option of having something I could print big later). I had to smooth out a lot of JPEG artifacting, using two copies of the art on separate layers; the top one set to color mode, and the one underneath set to grayscale, where I could concentrate on cleaning up the art and not worry about affecting the colors. I did some editing to simplify the wrinkles in the clothing, and added rim lighting using a technique I picked up from artist Glyn Dewis on Youtube. (Being able to separate the layer styles from a layer and apply masks is a revelation.) I then did more painting on an upper layer to fix problem areas.

I was shooting for the sort of character portraiture you find in work from High 5 Games, and I like the way this photo illustration came together. I need more practice, and this is a good step towards that.

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