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anotherdamian — Age of Champions Lady Moonveil

Published: 2012-06-26 22:37:36 +0000 UTC; Views: 3950; Favourites: 130; Downloads: 149
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Description Here's a recent one. I was given free rein to do whatever I wanted. Our writer does the character descriptions after we finish the painting. As a comic guy I think he new what I was paying homage to and named the character Moonveil, as she was missing the moon in her crown. At least I didn't give her a mo-hawk.
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Comments: 13

oO-Monkey-Oo [2013-06-17 20:48:07 +0000 UTC]

Fantastic colors, awesome work!

👍: 0 ⏩: 1

anotherdamian In reply to oO-Monkey-Oo [2013-06-17 21:52:26 +0000 UTC]

Thanks for the kind words, and the invite as well!

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Erozja [2013-03-01 11:01:49 +0000 UTC]

Hi!

Your work has been FEATURED IN MY JOURNAL here: [link]

👍: 0 ⏩: 1

anotherdamian In reply to Erozja [2013-03-08 21:35:33 +0000 UTC]

Thanks! That's very kind of you.

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Erozja In reply to anotherdamian [2013-03-09 22:57:57 +0000 UTC]

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michelefrigo [2012-06-30 13:03:53 +0000 UTC]

Your drawing style always makes me insane!

You are great!

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anotherdamian In reply to michelefrigo [2012-07-02 15:50:20 +0000 UTC]

Thanks sir! I certainly appreciate that your enjoying the work in general, and my style in particular.

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Pearlpencil [2012-06-27 03:14:51 +0000 UTC]

Beautiful tone of colour, I really like how you make her mystical and powerful. I need to learn so many things from you ^^

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anotherdamian In reply to Pearlpencil [2012-06-28 01:45:50 +0000 UTC]

Thanks! The richness of the background color came from using a multiply layer that was 50 RGB and 50 Lab color space. I watched a tutorial by Bruno "nox" Gore of Massive Black fame, where he used Lab image mode a little bit, and it inspired me to try working in it, as I had no idea that it even existed before the tutorial. It's pretty nifty. Lab doesn't support all layer blending modes, and does weird things to multiply layers, but is still kinda useful.

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Pearlpencil In reply to anotherdamian [2012-06-28 03:55:46 +0000 UTC]

I see. That's really interesting and I've never known that lab color space is actually useful.
The effect of richness in the work is really beautiful and charming. I would have to learn about it more. Thank you very much for sharing this.
It's really useful!

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anotherdamian [2012-06-27 02:38:07 +0000 UTC]

Thanks. As for working with a writer, well I don't work with him at all directly. The process I do here is pretty specific, and unlike the creative process at any other job I've worked at. I get a calender from marketing of characters, armor, talismans, and weapons that they will need to be done through out the next month, and start through it chronologically. I then send in progress versions of the pieces to the content deptartment, and they send it on to Mike McCulloch, our writer, who writes a little blurp of flavor text and sends it back to the content dept. Mike's a cool guy that ran a local comic store in Sacramento when I was a kid, so we get along well, but we don't really ever consult each other on our work, other than to congratulate each other. In the games I've worked on rarely has much weight been given to the writing, so it rarely effects my job. Some companys like Bethesda, and our parent company in Edmonton, Bioware, put a lot more concern in the story.

👍: 0 ⏩: 0

Ozz-the-Wanderer [2012-06-26 23:10:13 +0000 UTC]

Coolio. Love the lightning effect and how the steampunk inspiration is more firmly in place now.

Do you mind explaining what working with the writing staff is like? I hope to be a writer some day, but I'm always looking to get inside the artist's head so I can better work with them.

Heh heh heh. Mohawks are a poor fashion statement indeed. Say, is Moonveil married to a Werecat by any chance?

👍: 0 ⏩: 1

anotherdamian In reply to Ozz-the-Wanderer [2012-06-27 02:38:30 +0000 UTC]

Thanks. As for working with a writer, well I don't work with him at all directly. The process I do here is pretty specific, and unlike the creative process at any other job I've worked at. I get a calender from marketing of characters, armor, talismans, and weapons that they will need to be done through out the next month, and start through it chronologically. I then send in progress versions of the pieces to the content deptartment, and they send it on to Mike McCulloch, our writer, who writes a little blurp of flavor text and sends it back to the content dept. Mike's a cool guy that ran a local comic store in Sacramento when I was a kid, so we get along well, but we don't really ever consult each other on our work, other than to congratulate each other. In the games I've worked on rarely has much weight been given to the writing, so it rarely effects my job. Some companys like Bethesda, and our parent company in Edmonton, Bioware, put a lot more concern in the story.

👍: 0 ⏩: 0