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RPG Summon (Dragon) |
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In this lesson, you will be learning the steps taken to create one of thoe most sought
after pixel peices in any rpg game, a summoned monster. For this example, we will
be using Fafnir, a legendary dragon, slain by Sigurd in Norse mythology. Well
in all honesty, i cant very well do "bahamut", and Fafnir sounded like
a cool summon name to me... In any case, we are going to be using some harsh restrictions,
reasons for which will be revealed later. This summon monster will be drawn to
scale of the SNES hardware resolution of 224x186 pixels. |
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![]() Make a line wireframe of your beasts structure. I used colors here to indicate depth of the figure, since the tail spirals backwards behind the body. Illustrate whatever you feel would guide you best for the arduous task ahead... |
• First step is pretty easy, in fact it doesnt get easier than this. We are simply making
a wireframe of our summon beast. Decide now what exactly you are going to create.
Research Mythologies to find an ancient creature of some folklore that is attractive
to you. Bear in mind its personality and character, such as strength, cowardice,
constitution,or intelligence, etc. and apply it to your wireframe's poise. You
are basically creating the skeleton for the entire illustration to be structured
around. |
![]() ![]() A crucial step in the process, creating the shadow silhouette. I have used two colors at this stage, one to show the under belly regions of the dragon, and the flame and teeth in his mouth, the other, basically encompasses everything else. The shades used should be very desaturated at this point. Spend as much time on this stage getting your silhouette as pixel precise as you can. 2 colors used to illustrate silhouette. |
• This might be the most important step of the entire process.With this wireframe which
you have carefully planned and illustrated, you are going to construct a silhouette
of your beast using only one or two colors tops. Do not worry about depth, do
not worry about shading, and absolutely do not worry about texture or color choices
of any sort at this stage. Ideally, the color(s) that you use to create this silhouette
will be rather dark and contain virtually no saturation. This is done to allow
your hues to blend into this silhouette, no matter what colors you decide to ultimately
use. Inadvertently, this is going to greatly reduce the amount of unique colors
used in our illustration. |
Now lets add some color. This is still basically silhouetting your summon beast. illustrate some of your midtones into the beast, while throwing in some hue variation as well as a bit of color saturation. Remember we are shooting for a 16 color count, so dont throw in more than 2-3 hues. 6 colors used. |
• Now that we are finally pleased with our illustration, it is time to begin the coloring
process. It would, however, not be inaccurate to still consider this the final
phase of the silhouette stage. Begin to consider your hue selection for your beast.
Remember to limit yourself to only two or three hues at max to satiate the 16
color bank that we haveto work with. Once you are settled on a colorscheme, pick
one or two low saturated midtones per hue, and start to flesh out the details
of your beast. This is still considered to be general shading, but take your time
detailing this as if it were in the final stages, because after this stage you
are about 50% finished with your illustration. implement whatever dithering or
AA techniques youd like to blend your selected midtones in with the existing silhouette.
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![]() ![]() This is a difficult step, because you are starting to imply all the detail within your beast. This is a two step process, using your darkest shade to sharpen your image with detail, and then another shade not quite as dark to smooth the pre-existing silhouette into the dark/black illustration lines. Alot of your background elements should be taking great form in this stage. 8 colors used. |
• If you were to be doing a pen and ink illustration, or even a pencil illustration,
you would be best advised to start illustrating the shadows first. That is the
exact step that we are going to go through with our beast. For this step, we are
going to choose a very dark tone with a low to mid level of saturation, and with
this we are going to start to start illustrating the detailed linework with our
"black". this will cover only the areas that have absolute absence of
light, or deep crevaces. There is not much to explain at this point concerning
methodology, this is more of an artistic step which will rely on your artistic
eye to judge where to darken. |
![]() ![]() Much like the shadow tones, now we do the opposite with some of the highlight tones.this process can be broken down by hue, since each hue is going to have unique palette entries for their respective highlight tones. After your bright highlights are illustrated, go in and blend those highlight sinto the silhouette with a midtone or two. 12 colors used. |
• Unlike your shadow tones, your highlights are going to be very hue specific, and are
going to account for a good portion of your 16 palette entries. Because these
are more hue specific, it might be best to tackle them one hue at a time. Lets
start with the wings for our Fafnir dragon. our first step is to choose 1 or two
highlight colors to fill in those areas that would receive the most light respective
to that hue. These colors themselves should not have an extremely high level of
saturation due to the relative saturation thus far in the image. From there on
out, it is a matter of your ability to texture your beast. i can only offer a
step by step example, whereas your beasts' textures might be quite unique, and
would require a specific palette to achieve. |
The same process that was used to make the wing above has been used on the scales of the dragon. First illustrating the brightest highlights, and then blend them into the original silhouette with a midtone or two. 14 colors used. |
• Now go through hue by hue and repeat this process of adding bright highlights, and then blending those highlights in with midtones in the same fashion as the previous step. If you try to do all the hues all at once you might feel overwhelmed, or you might lose track of a shade or two, this way, you have a nice methodical workflow to keep track of your progress and also of your allotted colors available. Note that the lack of saturation in your color choices will allow you to possibly use the highlight of one hue as another tone in a different hue ramp. For instance, the brightest part of the wing is also used as a highlight color on the scales of the dragon. Because the blueish purple family is tightly knit, and because of the relatively low saturation, it is visibly neglegable to use that same highlight for both hues. Of course, you should have learned this in your Palette Conservation class, which is a prereq to this lesson. |
Last step, adding buffer shades to cushion the contrast between the details. |
• At this point there is only one hue left to highlight, and it is also the least used
hue in the image. At this point i have two palette entries unused thanks to our
clever shading tricks from our previous steps. So now I will use my last remaining
entries to have one highlight color of orange to use in the flame, and on the
underbelly of the Wyrm. With my last leftover palette entry i created a buffer
highlight of orange to cushion the previous orange highlight and the bright blueish
highlight used in the wings and horns and scales. Then i will use this highlight
color used in the wings/scales/horns to accent the flames in his mouth to bring
its luminousity value on par with the other main features of the summon beast,
and to further repeat the color, adding to the illustration's overall continuity.
At this point we should be finished our ferocious summon beast, adter hours and
hours of labor. |
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