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Welcome to my workroom. I'm placing there examples of my way of creating some types of art. I began my way in gamedev as a modeller and have worked in this position for 5 years. That why today I often use 3D sketches as a bases of 2D images. Sometimes I make 3D base for whole image, sometimes - image needs 3D grid only for background or some details, and of course, sometimes the best way to create drawing is dont use 3D grid at all.

Example 1. Interior for HO game, based on 3D grid
Example 2. Landscape for HO game
Example 3. Making of "The Stymphalian Bird"

Casual game is interactive process; a player will not just overview drawn space, but act in it -explore old fresques, open closed doors, find secret passages, move objects. According to that, a room drawn by me must be not just attractive but encourage the player for some kinds of actions.
That's why creating a picture for a casual game begins with discussing gameplay - supposed future action of a player -with the game designer. The game designer explains what certain objects ought to be interactive and what happens after interaction with them. For example, "This is a room, where we can examine the table and find the garage keys, then investigate the small secretaire and find the secret lever, which can move the bookcase away from the wall. And behind the bookcase we find the inwall safe." Sure, the game designer gives the stylistic description of the room. For instance, "There is a room in old Portugal manor, it is a study of the owner of a huge winery. The interior is a bit old-fashioned, with luxurious decoration and some antique stuff. The time of day -sunset, the time of the year - autumn."
This description is enough for start.
Thus, I begin

Step 1
Roughs
I make two brief sketches.
Step 2
Detail Rough
The game designer prefers the second variant, but he would like to include the chandelier, the desk and the arm-chair from the first variant. And I make more detail sketch based on the second variant and adding the items from the first one.
Step 3
3d base Rough
So, the sketch is agreed by game designer and I can start building 3d base.
Step 4
Final 3D Rough
Now the room doesnt look catchy but the main advantage of 3D programs is that they allow me to change angles and depth of an image momentarily : bend, turn up, mess about at my pleasure. That's why I make 2-3-4 variants turning the camera hither and thither looking for the most distinctive view.
For example, like that
Step 5
Textured 3D final Rough
After having chosen the best perspective, I texture the model in Maya, but not entirely, only the bigger areas - floor, walls, pillars. I don't insert the Maya's light sources, therefore the model will be rendered without light and shadows. I'll draw them in later with the help of Photoshop.
Step 6
Detailing
Next stage is the painstaking and the longest - adding details.
Step 7
Light and shadows
Well, the room is filled with details, and they even have theirown down coming shadows. But anyway the image looks as a set of unconnected pieces. What can unit them? Light and shadows. The main light sourse is sun races going from the window. I draw them as a separate layer which is semitransparent and it is overlayed by "Overlay". Then I make one more layer with violet shadows on the edge of the image. It is semitransparent too and it has a "SorfLight" method of overlay. And finally - third layer "ColorBalance" allow me to creat the congenerous color temperature and a congenerous tom of the whole image. Click "MergeVisiable" and put all layers together.
Step 8
Animation
To make animation smooth, we need at least 5 shots and I'm going to make them in Maya, cause 3D animation is made quickly and in going to be perfectly correct and convincing. Of course, images rendered in Maya have to be a bit edited in Photoshop.
Step 9
Final animation
In game process opening of the case looks thus
Step 10
Final variant
So, the room and its animation are complete! O, yeah! In the game we can see this room today, as easily 70 years ago, in the former manor owner's recollections. I'm replacing a number of interior details, adding filters making the picture look like an old photo and "study 70 years ago" is also ready.

Not every space requires 3D foundation. What's more, there are spaces, in which excessive clearness can make the image dry and unemotional. First of all, these are landscapes. In this case, I dont apply 3D.

Step 1
Rough
Make sketches.
Step 2
Rough
Choose the best.
Step 3
Rough
Start adding details...
Step 4
Color Rough
And some more...
Step 5
3D Rough
Done!

The mythological characters who were half-bird and half-human are widespread in many parts of world - Vilas of south-slavic folklore, Kinnayi from south-east Asia, Greek Harpies and Erinys, and I also had an idea to create a winged girl personage. But, I wasn't going to make her monster or fairy. I wanted to keep her as a human and to make her wings and her clawed feet as the parts of armor. It was supposed to be an air warrior, which I named "The Stymphalian Bird".

Step 1 - Rough
Scheme of the motion
I'm sure the motion of composition is the most important thing of image. When I started this rough, I knew only one things about the character - she had big elastic wings. That's why the dynamic curved lines of her wings became the base of the image motion. Then I drew her enemy - his raised arms gave me the new curve, and the arms of The Stymphalian Bird provided me for third curve. These three curved lines kept the way to the girl's face - the central point of composition.
Rough
Well, the motion was found. And I made detailed sketch.
Black-and-white sketch
This sketch was needed for checking "weight" of details, characters, environment. In this moment I added background - the towers, the arch bridge, smog, the moonbeams. Also I drew the faraway battle scene on the bridge. I didn't want to do it too detailed, and there only some torch flames and shadows of warriors were expected.
New rough
And in this moment I decided to make a new rough and to change the view point. Now we can see how the claws of the main heroine clutch her enemy. And this slope of the wings looked more energetic.
Black-and-white sketch
Made new black-and-white sketch.
The motion seemed more dynamic and organized, and the light-and-shadow scheme looked more neatly, showing the motion from the dark edges to the bright centre of composition.
Step 5 Color
Color
It was time of the color scheme. The Stymphalian Birds from the legend "The Sixth Labour of Heracles" had the bronze feathers and beaks and I began to build the color scheme from copper/bronze colors of the girl's armors and her red hair. I made her clothes white, cause the light-and-shadow scheme dictated me to make it the brightest place of image. The enemy got cold dark colors - blue, grey, turquoise. I made 4 light sources - sunset light behind tower wall, Moon in the sky, and two glowing swords.
Step 5 Polishing
Detailing
It was a mistake - I started detailing of the enemy armor and forgot about the rest part of image...
Well, I stopped polishing the armor and turned my attention to the main character. My first idea was to make feathers of her wings steel. But I thought the metal feathers might be very heavy for flying. So I used the dirigible constructions as a reference, the metal skeleton carrying flexible fabric. Something like a conventional umbrella.
Well, it is time to think over background details. Maybe to draw second moon? Why not? It is a fantastic world, and two moons could be good a composition solution filling space of sky. Also added extra arch bridges at the height.
Polishing, polishing... and it's done!

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