Photoshop CS6: Painting, Illustration, Airbrushing, Matte Painting, and Post-processing
Working hours: 100 +/- hours. (Spent 3~5 hours every weekdays for the past month)COMPOSITION:
- In practical terms, the composition is made flexible for commercial use in a way this artwork can be cropped in many ways. I've purposely extend the canvas away from the subject matter (Lara) for this reason. Also the pocket just below and in front of Lara (the source of light flare) is suited for logo placement.
- Aesthetically, the bright radiant light symbolizes the warmth that Lara represents as she emerges from the cold backdrop. The tonal complementary here is metaphorical - it depicts a powerhouse of a survivor in contrast of the harsh and perilous high-ground environment.
- I found that Lara's body language in this new Tomb Raider is more primal, and in this 'hunter-ly' demeanor, I applaud the realism; here I tried to portray her in this instinctive survivor pose overlooking her environment and very in control of the situation while dodging and evading danger, as if this is her playground. In my opinion it resonates well with the game. Also I figured something that branches off from the identity of the 'classic' Lara Croft, so non of that gymnast move, just pure surviving here
Additionally, I felt she adapts the movements and pouncing of the wolves. Almost as if she was baptized and initiated by the local wildlife
- Ropes here are symbolism, apart from complementing the flow they are prominent in the game as Lara's extension of survivability. So the ropes being all over the place here means she's in her elements and in control.
The rest I let the viewers to interpret as I could go on and on, anything, do reach me via comments for more....XDTECHNICAL:
- Background is done in semi matte painting, lot's of textured brushes used.
- I minimized 'painter-ly' style and going for realism; the face alone took me 2 weeks to figure out, trying to create a unique face but still feels canonical in a way.
- I'm keeping things crisp and sharp, downplayed 'depth of field' and prioritized more on atmospheric, color and contrast value to portray depth. Second entry: