Dead Arms Skull: Redux

01: The mission
I thought I was working on my sci-fi game Dead Arms. This is why I have developed various games to a certain extent. Because I have no clue what the fuck I'm doing. Well.... that among other things but anywho, I decided to update the Dead Arms Logo I had previously made since I did'nt feel like doing real work ie writing and working on game details. When re-doing the logo I ran into several problems. Mainly the new logo I was working on did'nt take kindly to the skull I had made in the old logo. (I was trying to use good parts of the old logo and make the new one better and physically bigger IE dpi for print and media) To your esteemed right, you see the old skull that just wasnt working in the new logo. So, time to make a new one.

02: Start Shit
To start off my new skull I 1st sketched up one on a peice of paper and then scanned it in. Simple lines, no shading or anything. After scanning it I blocked out the entire base shape of the skull in a solid dirty beiege color. As you can see below I put seperate peices of the skull on seperate layers. The head on one layer, the top and bottom teeth each on thier own and last but not least the jaw was placed on its own layer.

Using the dodge (lighten) tool in photoshop I lightly airbrushed in overall detail shapes. I used a smaller brush to hit the gums in and give them each highlights. Then I switched to the burn (darken) tool and added shadows under and around everything I just highlighted. I left the teeth alone because they would require special detail and I wanted to focus on the overall skull 1st.

03: Add Detail
Now that I had a base idea of where all the bumps and lumps of the skull were going to be I started adding in lighter and sharper detail on top of my previous made highlights. Smooth surface areas now show a hint of harder underlying shape and highlights.

04: Shadows Aplenty
To get shit rolling large and in charge I started adding deeper shadows in. I put them in the usual places to mirror highlights and add overall depth but also added in some shadows cutting through highlights to give the skull more of a bumpy lumpy mangled type feel instead of something overly smooth and chisled. Whats that withered shit around the bottom lip/gum? Beats me, I just felt like doing it.

05: Details Galore
I went back over the shadows I had just done and brushed around them with the burn tool. However this time the tool was set bigger and lighter and thus made the harder shadows seem like they were sinking in the skull whereas before they stood out.

Next I turned my attention to the eyes and using the dodge and burn tools I base shaped withered eye slits and then highlighted them several times and then sunk in shadows just as I had done with the skull. Moved on to the nose doing the same putting a cartilage crap shape in the back with some highlights on top keeping it overly dark because I really did'nt want it sticking out.

I finally paid attention to the teeth which were looking wierd since I had'nt worked on them. I ran around the edges with the burn tool giving them a feeling of depth all round. Jumped in with the dodge tool and highlighted a single side of them strongly indicating some light direction or shit. Came back with the burn tool and put opposing shadows on the right side of every tooth. Nice and detailed. Along we go.....

06: Tasty Contrasty
Done. Not. Well considering artsy airbrushing shit with the dodge and burn tool we are done. I work in softer shades caring little about the contrast of the art because the program I work in is called PHOTOSHOP for a reason. It excells at manipulating shit you bring into it. So I popped open the LEVELS window pane and sharply adjusted the contrast on the art to get rid of my soft values. BAM.

Now normally if I was just doing a stand alone skull I would have added several more layers of detail. But If you look at the original skull we are trying to replace it has some digital effects out and about it. So it's time to texture my bitch up.

 

07: Texture-tastic
Well that looks good. To add fast and dirty detail to some of your projects you can use photo textures to beef them up. This was taken off of a technology texture cd I own. Usually I find photo textures good for logos as it is acceptable to have various amounts of detail contrasting each other in close proximity. I dont overly recomend textures or heavy textures for standard art depicting people and such as the sudden detail in parts of a scene just stick out against your regular art detail.

For this in particular I wanted to fade the tiny motherboard detail into the skull. The one problem is the skull I am working on is huge and even a uber quality texture could'nt cover it all up. From here you can choose to stretch the texture over the skull thus losing the sharp quality of your texture or.....

08: Texture-tastic Multiplying
You can copy and paste the texture, flip it over and mirror it against the previous texture thus making a perfect mirror image and covering the skull. In this case I did them side by side and then copied them up and down. So I used four of the same texture 1st mirrored to the right then I took both and mirrored them going down. This covered the entire massive skull so I could carry on and imbed the image into the underlying detail.

09: Multiplication Nation
If you go to the layer the skull is on and multiply the layer you can see the under image of the skull. From here you can choose what texture detail to center over which part of the skull.

10: Cut Away
Next I trimmed away the excess texture around the skull. To do this I clicked on the layer the skull was on and highlighted the entire skull by command+clicking on the layer (control+clicking on a windows PC). Next I inverted my selection by hitting command+shift+I. This selected all area outside and around the skull but not the skull itself. I then clicked back to the layer the texture was on and hit delete. This left the texture sitting on the skull and nowhere else.

11: Play With Layers
To overlay a texture on an image you simply click on the layer the texture is on and then adjust its overall effect. So below I'm clicked on layer 17 that has the digital texture on it. Next I set the layer to multiply which allows objects underneath to bleed through. You need to experiment with several layers set to different effects IE multiply, screen, highlight etc. There really is no tried and true method for this. Its different for all art and all textures. You can even adjust the opacity which allows the texture to fade or strengthen on the underlying art.

12: The End.... Almost
After playing with the textures on multiple layers with multiple effects and adjusting the color of the texture using color/balance I finally got the subtle underlying image I was looking for. I moved the jaw back to where it belonged and here you can see the faded detail of the texture on the skull a little better.

The texture was sticking out like a sore thumb in some areas since in reality its just one image sitting on another with a special effect. To take care of strong texture spots I subtly erased them letting the skulls highlights break through thus giving the feeling that the texture was moving in and out with the detail of the skull.

13: Additional Play
When moving the jaw back I started playing with it moving it here and there on the skull for fun. It may sound stupid but something I've learned about photoshop is if you play around and try a variety of different things with no clear intention you often stumble across something that may help your work out in a little or large way.

13: Additional Play Con't
When I moved the jaw up and behind the skulls head it kind of looked like an ear of sorts. A ear on a skull? What the fuck ever. My art motto is: "If it looks good, do it." I duplicated the jaw, moved it on a layer behind the skull and then placed it where I thought it would look good. I then used the lasso tool and highlighted the part of the jaw that was not so ear-like and deleted it. I then duplicated the ear, flipped it over and placed an ear on the other side of the skull.

 

14: Adding Jaw
Although I had an ear I thought it stuck out a bit on such a hollow skull thus not looking stellar. I tried duplicating the jaw and placing it alongside the skull like I had done with the ear. The problem is the jaw was'nt big enough to form a larger jaw from the ear to the real jaw. What a dilema. Since I make all my art as big as all fucking get out I decided I could shrink the skull to possibly accomodate a freak evil jaw connecting the ear and real jaw. Since the skull I was working on was around 40-50 inches big and I just needed the skull to be part of a logo (not stand by itself) I went ahead and shrunk the bastard to the point where I could use the jaw as an extended evil super jaw pictured to the right.

Alright, that made a ton of sense! Moving along....

 

15: Shrinky Dinky
You can see the original skull and how much I had to shrink it to make the cooler looking evil skull for the logo. However as you can see by the clear detail to the right, the small skulls detail was still plenty huge. Shit lemme check..... The original skull was in the area of 65x40 inches at 72 dpi and the smaller skull is half of that which is still plenty big at around 30x20 72dpi. So when you import the small skull into a poster at 200dpi or a book at 300 dpi it will fill out big everytime.

Right: See the jaw on the large skull and where I used it to form the much larger jaw going up to the ear on the small skull.

 

16: Implementation
And tada! After composing the new logo with many elements from the old I found that the new skull I made could no longer sit like the old one could at the very top of this tutorial chomping on the Dead Arms Text. So after playing with the placement of the skull here and there around the new logo I finally settled on placing it behind everything and then stuck a bar code on its forehead just to "evil it up" some more. In the end you can't even see the extra work on the skull IE the ears and extended jaw but on toned down alternate versions of the logo to be used inside faction books you can see alot more of the skull so it wasnt a total waste after all.

As for seeing the new or old logo in thier entireties, whenever Dead Arms comes out is when you get to see the real deal. Until then suck it up and stick it out.

You saw nothing! And trust me I cant wait to start working on nothing because it will be fun!

Note: Somebody remind me when I release Dead Arms to update this page with the complete logo. I'll never remember.

- Final logo will be placed here someday for your viewing pleasure -

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