Commission #42 Devourer, Kyukos's Nemesis | Digital Art
Hello again little explorers, we start the week with a new commission for @smanuels, which means I will introduce you to another fantastic and scary creature. It is a giant worm and its category places it as a "Devourer", but not only that, it is also the enemy of Kyukos. Who the hell is Kyukos? I don't know yet, but if it is the Nemesis of a huge giant worm that devours everything, I must assume that it is an extraordinarily large and very dangerous creature.
I don't have the exact dimensions of this incredible worm, but I can speculate that it can easily reach 30 meters in length, so the opening of its mouth would swallow your car with you in one bite like candy, so I don't recommend being near it. Although on the other hand, I am really anxious to see this worm fight with his nemesis, it must be something epic.
Stop! Before going to the step-by-step explanation, you might be wondering, wasn't this guy doing the Inktober using pointillism and other stripes? Yes, it's me even though I got stuck on the 13th, since I was working all weekend on commissions, but get ready, this week I'm coming with the batteries set to illustrate a lot in ink.
Tools:
- Wacom Intuos 4
- Photoshop
- Brushes courtesy of Imad Awan: Download here
-Step 1:
I started sketching the idea according to the client's specifications, but there was something that made me doubt, the worm's mouth, I really didn't like it very much as it was described, it was closed and it is supposed to be a consumer so it should have a voracious hunger, so I made several sketches presenting new ideas and let the client decide.
-Step 2:
Once the client chose one of the ideas, I improved it a little more, giving him the details specified for the worm, then, in a lower layer, I started the coloring, adding the base tones of the illustration, being the exoskeleton white and the horns purple.
-Step 3:
Before focusing on the worm, I disabled the character's coloring layer, in order to have a complete view of the landscape and be able to work on it first. Why? Because the scene is daytime, so the tones chosen for the environment affect the character directly. I made the landscape as it was described to me, a plain with only one tree, mountains in the horizon and a ravine on the right, and now that I see the finished illustration, I think it took a couple of holes near the tree, as if the worm had passed through those lands.
-Step 4:
Once all the elements of the scene were clear, the only thing left to do was to improve the textures, illuminations and the unfinished lines of the illustration (that is, almost half of all the work). I focused mainly on the worm's armor, as I said before, it should be white, but of course there are lights and shadows that affect it, so I chose low saturated purple tones to make the shading and give a worn look to its exoskeleton, being crawling inside the earth has to affect it.
I had to look for some references to the explosion of the earth, based on them I was able to dissect that there should be flying rocks, countersized earth and some dust. But still the worm looked very static, so I duplicated the character's layer and used the "motion blur" tool, adjusted the direction of the movement and with a soft draft I got rid of the zones that should not have the effect, making the worm's body part of the earth explosion.Tell me in the comments that you imagine when you see this illustration.
I'll leave you a little gif with the whole process in it, so you can better appreciate the step by step.
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