Wednesday, January 16, 2013

Bestiary: Ye Olde Creature Catalogue - Process

Back in December I shared with you the piece that I completed for Bestiary: Ye Olde Creature Catalogue. Today, I have for you the process breakdown for the wily and very tentacled Decapus. Let's start off with having a look at the finish piece before jumping into the process...

Decapus
© 2012 Wizards of the Coast

For this assignment I was asked to update and illustrate the Decapus, an somewhat wacky (not that it is a bad thing to be wacky) monster from the early days of Dungeons and Dragons. Its key features are ten tentacles with suckers and a barbed tip, large mouth filled with HUGE yellow teeth, white eyes with black pupils, and sparse course body hair. All of these are key monster attributes!

As always, thumbnails started things off. I needed to be depicted in a tree and reaching out towards the viewer. A classic 'RAWR' moment. I was still feeling out what I and production wanted to do with this piece so I submitted my loose thumbnails and awaited feedback.

Decapus - Thumbnails
© 2012 Wizards of the Coast

It turned out that the art folks liked "C" but the other folks were leaning towards "A" and "B". Art department won out and I was asked to give the thumbnail another pass to include some tweaks. I needed to flip the piece horizontally since the final art would be left justified and the creature needed to look into the page, turn the head slightly, and show more tree so that you could see the tentacles wrapped around the tree. I was good to go and got stated on the new thumbnail for the Decapus. It should noted that between these two sets of thumbnails I went out and shot some tree reference. Due to timing I was not able to do so before I started.

Decapus - Revised Thumbnails
© 2012 Wizards of the Coast

Right before I sent the updated thumbnail in I stopped myself. While "A" was good I felt I could push it more. I stopped everything and made a option "B". Good thing I did this because "B" was selected and approved! Make sure you stand behind everything you send to a client and make sure you are happy with the thumbnails and drawings, you will be the one who has to take it to a completed painting.

Decapus - Drawing
© 2012 Wizards of the Coast

Thumbnail approved I move forward with the final drawing of the wily Decapus which was approved with out any changes... though I was asked to make sure the tentacles remain PG and are clearly tentacles. I was ready to move onto the painting and I got all my pixels ready and mixed into the proper colors...

Decapus - Process Progression
© 2012 Wizards of the Coast

This was a very straight forward piece and it moved along quickly and without too much fuss. ALWAYS nice when that happens. I just needed to balance the light and color to make sure everything was happy and working together. You can see some of the main shifts in the background between steps 5 and 6. The background was originally a lot warmer which was not working for me.

There was one thing that about this painting that caught my attention when I was putting the final touches on it.. the background details...

 Balancing that background

When I was making the uneasy and fraught transition from someone that likes to draw monster to a monster illustrator I have A LOT of trouble with background. Everything was hard about backgrounds... designing them, drawing them, painting them, making sure they didn't feel like they were DIRECTLY behind the subject... EVERYTHING about them sucked. But over the years I slowly did more and more of them and made a lot of mistakes and learned a lot more about painting and illustration. When I was giving last looks at this piece before submitting it the above pictured area of the piece stopped me dead in my tracks. I obviously painted it, but I was reminded how beyond me this was just a few years ago. The amount of detail and the amount of ambiguity all wrapped up in one. It is color and form more then lines with lots of layers and with a lot implied. It was just one of those moments that reminded me how far I have come, how it was not so long ago that I was a lot less experienced, and how there is so much more to learn!

 The tree of inspiration

HEY LOOK! A TREE! I mentioned earlier that I took some tree reference for this piece, here is the winning image that was used more then the rest of my photos to inspire this piece. This is a tree I pass all the time while mountain biking and I really like it a lot. I would have liked to have had all the fern, vines, and lichen in my final painting, but the piece was about a green monster hanging onto a tree and it might have gotten to confusing with all the extra plant details in there.

Here are the final painting one last time so that you can see how it turned out... RAWR!

Decapus
© 2012 Wizards of the Coast

That is all for another exciting Wednesday on the blog, see you back here on Friday! Until then...

For more samples of my work or to contact me regarding my availability head over to my website: www.christopherburdett.com

Monday, January 14, 2013

CG Beast by Gustavo Labrador García

Many moons ago... all the way back in 2009 I created a monster concept illustration while I was trying to get my feet back under me and "Get Serious". This aptly named Beast Concept was one of two showcase pieces I used on this very blog and at the time a very newly revamped website. In time between then and now the piece eventually drifted off my website but still remains in the archives of this blog and over on Deviant Art. The piece did not go unnoticed by Gustavo Labrador García who approached me with the interest to make a CG version as part of his education and advancement in CG modeling and texture work. Before we take a look at Gustavo's great work here is my monster that he was starting with...

Beast Concept
© 2009 Christopher Burdett 

I get so many notes, emails, and messages that sometimes they all blend together and I miss stuff. When I got a message from Gustavo it caught my attention and piqued my interest. Gustavo asked for permission to use my work prior to starting - and that goes a long way! Gustavo has a nice blog HERE and there is a post dedicated to this creature HERE. Here are the images he included on his blog of his progress and work of making the Beast Concept into a CG model...






 CG Beast by Gustavo Labrador García

I think it turned out pretty cool! It is always very humbling and extremely flattering to have someone want to take something I have made and do something more with it. There is part of me that also thinks it must all be a big mistake and they meant to contact someone else.  Thanks again goes to Gustavo for the interest in modeling my monster! It turned out great and it is really neat to see in come to life.

That is all for another exciting Monday on the blog, see you back here on Wednesday! Until then...

For more samples of my work or to contact me regarding my availability head over to my website: www.christopherburdett.com

Friday, January 11, 2013

Fresh from the drawing table... Jackal!

I have for you another drawing that is fresh from the drawing table. This time around it is a JACKAL! This is the third and final "J" monster in the original Monster Manual. "Monster" might be a little strong of a word for a Jackal. None the less, the Jackal is in the book and since it is the book I gotta draw it. I present to you my version of a Jackal…    

Jackal
© 2013 Christopher Burdett

The Jackal is another of the mundane monsters of Dungeons & Dragons. As I have mentioned before I was not happy with my first mundane monster, the Jaguar, and since then I have tried to find more interesting presentations for the natural beasts of the Monster Manual. Thankfully for me and the Jackal there was a leaping off point at the end of the very short description for the Jackal.

"They appear here because of the magical bag of trick."

That one sentence sealed the deal and got me thinking all about insane wizards making crappy and annoying 'magical' items that are more trouble then they are worth. Why does every magical item need to be a weapon, armor, or some other highly beneficial item? Why can't it be a bag that allows you to bring forth small animals wearing a cute little outfit with bells in an explosion of noise, confetti, and streamers? You never know, this could be a REALLY good use of an action while fighting an Elder Red Dragon...

Wizards... I blame them for everything, including Jackals wearing cute little outfits busting from 'magic' bags.

My first 100 original Dungeons & Dragons Monster Manual redesigns (A - Z): Aerial Servant, Ankheg, Ant (Giant), Ape (Carnivorous), Ape (Gorilla), Axe Beak, Axe Beak (version 2), Baboon, Badger, Barracuda, Basilisk, Baluchitherium, Bear (Black), Bear (Brown), Bear (Cave), Beaver (Giant), Beetle (Giant) - Bombardier, Beetle (Giant) - Boring, Beetle (Giant) - Fire, Beetle (Giant) - Rhinoceros, Beetle (Giant) - Stag, Beetle (Giant) - Water, Beholder, Black Pudding, Blink Dog, Boar (Giant), Boar (Warthog), Boar (Wild), Brain Mole, Brownie, Bugbear, Buffalo, Bulette, Carrion Crawler, Catoblepas, Cerebral Parasite, Chimera, Cockatrice, Coutal, Crab (Giant), Demon Type III (Glabrezu), Demon (Juiblex), Demon (Manes), Devil (Ice), Dragon (Red), Elemental (Earth), Ettin, Eye of the Deep, Flightless Bird, Frog (Giant), Fungi (Violet), Giant (Hill), Goblin, Golem (Flesh), Hobgoblin, Homunculus, Hydra, Imp, Intellect Devourer, Ixitxachitl, Jackal, Jacklewere, Jaguar, Ki-Rin, Kobold, Lich, Lizard (Giant), Lizardman, Manticore, Mind Flayer, Minotaur, Naga, Neo-Otygugh, Nixie, Ochre Jelly, Ogre, Owlbear, Peryton, Pixie, Purple Worm, Quasit, Ram (Giant), Roper, Rust Monster, Sahuagin, Salamander, Shambling Mound, Treant, Troglodyte, Troll, Umber Hulk, Unicorn, Vampire, Wasp (Giant), Wight, Wyvern, Xorn, Yeti, and Zombie.      

That is all for another exciting week on the blog, see you back here next week! Until then...

For more samples of my work or to contact me regarding my availability head over to my website: www.christopherburdett.com

Wednesday, January 9, 2013

Wookiee Navigator - Process

On Monday I shared with you the recently released Wookiee Navigator from the core set of the new Star Wars: The Card Game. As promised, I have for you today a look at the process that went into the Wookiee AND what the piece almost ended looking like. Cutting to the chase, here is the ORIGINAL version of the Wookiee Navigator... or at least the version I first submitted upon completing the piece...

ORIGINAL Wookiee Navigator
© 2012 Fantasy Flight Games

From the beginning of the assignment this piece was referred to as the NOT Chewbacca card. It was important for it to be a Wookiee depicted in a similar roll as Chewbacca, but it needed to no be the one Wookiee everyone is familiar with. I tried very hard to make sure the body mass and proportions I gave to my Wookiee were different to the proportions and body mass of Peter Mayhew in the Chewbacca suit. With the addition of the braids and the over all color shift towards the Wookiees that appeared in Episode III I thought I was golden... not so much. I am getting ahead of myself, as always, this piece started with thumbnails...

Wookiee Navigator - thumbnails
© 2012 Fantasy Flight Games

The assignment was very straight forward, depict a NOT Chewbacca Wookiee in a gunner chair similar to what you saw in Star Wars: A New Hope when Luke and Han were firing at Tie fighters. I have plenty of good reference of those scenes so I was feeling good about what I needed to depict. I worked up four variations on a Wookiee in a gunner chair and turned them in. You might be able to see that in some of the thumbnails there are the bandoliers and shoulder pads worn by Wookiees in Episode III. I added these elements to help distance this Wookiee from Chewbacca. In the end, production felt they had the opposite effect and they were removed once I moved forward on the final drawing...

Wookiee Navigator - drawing
© 2012 Fantasy Flight Games

Everything was moving right along and there were no sings of problems thus far. The drawing was approved and all I had to do was paint it. By now you know that this is where it all went wrong. I thought I proceeded in a safe and NOT Chewbacca direction. Here is a process progression of the piece and it includes the changing of the Wookiee's coloration...

Wookiee Navigator process progression
© 2012 Fantasy Flight Games

Thanks goes out to Zoe Robinson for helping me make sense of the revision requests from production. I didn't see it coming so there was a little bit of an adjustment phase to get my head around what I needed to do to make it right. It took a little nudge to get me to go as far as they wanted, but I got there and in the end the piece was finally accepted and approved. Here is a side by side comparison of the two pieces so you can see what changed...

Wookiee Navigator - comparison
© 2012 Fantasy Flight Games

One last look at how the final card came out and appears in the the game...

Wookiee Navigator
© 2012 Fantasy Flight Games

As mentioned on Monday, this was my first Star Wars assignment... not just with Fantasy Flight Games, but anywhere. I REALLY wanted to do a good job and I really wanted to make sure I got a lot more SW assignments. There were some very surreal moments when I would stop and realize that this was a strange manifestation of decades of wishing, dreaming, and work. After all the movies, comics, toys, and merchandising it all came together in a Wookiee painting that was very much "just another job". Then there was the stress of the massive revision which made it a very atypical work experience. Your wishes and dreams never really work out the way you expect... but they do come true on occasion, and for that I can be very grateful.

That's all for another exciting Wednesday on the blog, see you back here on Friday! Until then...

For more samples of my work or to contact me regarding my availability head over to my website: www.christopherburdett.com

Monday, January 7, 2013

Wookiee Navigator

Back in 2011 I began working on the Star Wars games being worked on over at Fantasy Flight Games. The very first piece I produced was the Wookiee Navigator for the core set of Star Wars: The Card Game. I am very happy to now be able to share it. Here is how the FINAL Wookiee Navigator turned out...

Wookiee Navigator
© 2012 Fantasy Flight Games

I have mentioned my affinity to Star Wars before on the blog... and then there was the photos of my office that should drive the point home. I have wanted to "make Star Wars" since I was a very small child watching Star Wars in the theater back in 1977. It has taken a little time and some work but I finally got to make myself some Star Wars. I am glad to say I have more on the way and I look forward to sharing it! Here is how the final card turned out...

 Wookiee Navigator in card form

This piece went through some revisions late in its development and there were some tense moments. I will have a in depth breakdown of the process and the revisions that went into this piece on Wednesday. Many thanks goes out to Zoe Robinson for involving me in the project and for getting us both through the revisions!

That is all for another exciting Monday on the blog, see you back here on Wednesday for more Wookiee fun! Until then...

For more samples of my work or to contact me regarding my availability head over to my website: www.christopherburdett.com

Friday, January 4, 2013

Reader Questions: Emailing clients

A while back I asked readers of this blog to submit questions they would like me to answer about art, working as an artist, or anything else relating to the industry. I received several great questions and it is long over due to start answering them. Today we have a question from Vinter…

Vinter asks:
"I wonder how on earth you send out mails to future clients? I never know how to start a mail… What should I write to not sound full of myself but still come off as someone wist self confidence? And I never feel that I have a strong enough portfolio to ever get work…"
Thanks for the great question and I hope my answer will be helpful. This very topic came up during the lecture Jon Schindehette and I gave at Illuxcon, so I will be able to give my thoughts as well as some of the things Jon touched on. You will be happy to know that less is more and that there is a straight forward answer to your first question on emailing.

This is what you need to include…

• Your NAME
• What you do (I make monsters, concept work, landscapes, tech, etc)
• A LINK to your online portfolio or NO MORE THEN 3 attached samples of your work
• MOST importantly… an OBVIOUS way for the client to CONTACT YOU BACK!

That is it. No epic tale of your love of art, why you are perfect for the job since you have played the game for 20 years, how your mom said you were a good artist… NONE OF THAT. Jon Schindehette says he looks for three things, Name, link, and contact information. PERIOD. You miss any of these and you are sunk. If you include anything more it is just going to be ignored. The extra stuff is great for a face to face review or in a conversation at a convention at some later date. For your first email contact, be straight forward and to the point…

"Hello, my name is… . I make… . Here is a link to my portfolio… . Here is my email address and phone number… ."

You have just emailed an art director in a straight forward and professional way that they themselves have said they prefer. Every art director is going to be a little different and might not mind more, but as long as you give them these key elements you have covered your bases and given them what they need to see if you are right for the job.

EVERY correspondence with a client, no matter if it is one I have worked with for years or if it is the first time talking to them, my email signature includes my name, my email address, my website, my blog, and my phone number. This provides two methods to contact me, the link tomy online portfolio, and a way to see what I am currently up to. My own email that I send out has changed very little over the years but has stayed true to this formula. Earlier on I would include a VERY BRIEF work history, but that has since been removed because my online portfolio has a resume and the work should speak for itself. 

The keys that have launched a 1000 emails...

Now for the tougher stuff…

You are emailing a client looking for work, make sure you are showing the right client the right work. Do your research, make sure the client you are approaching makes work that you want to do and that you make work that they can use. There is no point sending Jon Schindehette your anime or spaceship portfolios. Though he might enjoy seeing the work, he can't use that work for any of the projects he oversees. You make monsters and elves? Send your portfolio to Jon. Want to make Star Wars art? Do your research, find out who produces Star Wars projects these days and send that art director your portfolio and make sure it shows off your ability to paint an X-Wing and a Stormtrooper. Want to do Star Wars and elves and anime? Then you will need to make separate portfolios and send out the right one to the right art director. Art Directors can not afford to take chances, their jobs hinge on the quality of artists that they hire. You might be able to paint a kick ass dragon, but if you show the art director a kick ass Darth Vader they will not assume you can do that dragon. This is all especially true with a new client. After working with the same AD for years and have built up a working relationship you might not have to do all this, but starting out, you have to show the AD just what they need that you can do for them.

As far as feeling that you portfolio is not strong enough… well, welcome to being an artist. Self doubt and being your harshest critic comes with being an artist I am afraid. There are a couple things that can help you, but they do take time and experience. I learned this when working in the film industry in LA and it holds true in the illustration industry… Find the client you want to work for, make sure they make the work you want to do, look at the work they are actively using, and then make work that is as good, or preferably BETTER then the work they are using. It is that easy and that hard. It can be a rather sobering thought, but it is the reality of this industry. But PLEASE, don't let this stand in your way to submit work to clients. There are lots of clients out there and they need a lot of work and they use artists at every stage of their carriers. As far as advancing, the hardest thing to learn is to look at your own work objectively, or as objectively as you can. When you can look at your work objectively you will be able to make the greatest improvements because you can see what really needs to be fixed, improved, or otherwise worked on. This comes from experience, looking at other artist work, and having other artist talk to you about your work. Learning how others see your work will help you see your work for what it is. (I talk about this more and some related topics in my 2012 year in review post!)

I hope this answers all of the questions and addresses all of the topics. If there are any additional questions on this topic or if anyone would like anything explained further, please feel to leave them in the comment section below. Also, if you have any other questions for me please feel free to send them my way!

That is all for another exciting week on the blog, see you back here on Monday for something from a long time ago in a galaxy far, far away! Until then...

For more samples of my work or to contact me regarding my availability head over to my website: www.christopherburdett.com

Wednesday, January 2, 2013

2012 - Practicing what I Preach

Another year has come and gone and hopefully we are all better for it. It has been an interesting year for me to say the least and it has not been all good, nor has it been all bad. It has been life. I hope I learned as much as I could from the crazy ups and downs. I now have to get all my thoughts together and find the nuggets of wisdom that have been sifted from the comings and goings of my day to day life. Not always an easy job, but it does help me put into perspective for myself the year that was and figure out what I want to do with the year ahead. This is my fourth time doing this on the blog and it has not gotten any easier, but I feel it is an impotent part of this journey I am taking with the blog. If you missed any of my previous posts you can read them here: 2009 Part 1 & Part 2, 2010, and 2011.

Do as I say, not as I do.

I tired really hard this year to follow my own advice from previous years and to practice what I preach. This has not been easy, but I think it has allowed me to move in the right direction in regards to my career. Maintaining the philosophy of making the work for myself and not just for the client has been a big part of this years efforts. While fulfilling the needs of the project I try to make each piece into something I REALLY want to work on and not simply a job. I think my work for Fantasy Flight this year best sums up these efforts. While I can't share all that I have done yet, I can talk about the Smaug pieces I did for the LoTR card game…

The Burning of Lake-Town #1 (Smaug the Terrible)
© 2012 Fantasy Flight Games

As you can clearly see the image used on the cards is just part of the image that I created. Given the option, I don't like composing to a square, and these cards are pretty much square compositions. A nice long rectangle on the other hand is an area I really like to compose in. Once I have the rectangular composition locked down I can easily (most of the time) pull a square selection out that will provide a serviceable piece for the client. The client is completely aware of this from the beginning and I provide them with the entire piece, not just the cropped down section intended for use. This has led to the work being used in promotional materials and in one occasion a piece of the larger paining was used to make an additional card.

The Burning of Lake-Town #2 (Smaug the Magnificent)
© 2012 Fantasy Flight Games

Why do this? Why make the additional work and effort for myself? I do this because the piece becomes mine, I am invested and take personal ownership of it. As a professional artist I already maintain a level of quality for ALL my assignments, but by making it MINE, I find myself going that extra mile, putting that extra amount of time and effort into it. I am happy, the client is happy, and now I have something more in the end then just an image I made for a card. Instead of just an assignment I now have a potential print for conventions, a more interesting piece for the blog and online galleries, or even a possible portfolio piece. But most of all, I have something I believe in and stand behind and hopefully will be a representation of my current level of craft and skill. 

The Burning of Lake-Town #3 (Smaug the Mighty)
© 2012 Fantasy Flight Games

Not every assignment is suitable for these extra efforts. If a license on a project bans prints, well, no need to make the image bigger and extended, but I still put all the effort and time into the piece. I just make sure I ask for Trandosians, and that is reason enough to put the extra amount of time and love into a piece. …but I digress. There are a dozen reasons to not go that extra mile, buy there are twice as many reasons to go that extra mile. You have to figure out what those reasons are for yourself and decide if it is worth it. It has taken me a long time to realize that I needed to do this and to figure out what my reasons to do it are.


Managing the roller coaster of ups and downs.

First and foremost, I have nothing to complain about. Some of the events of my life and career have come to me easily and others have taken a lot of time and effort. This is the way of things. I count my blessings and know that there will always be others that are not as fortunate as I am or others who have a boon of fortune a hundred times more then mine. All I can do is work as hard as hard I can and hope I make the right decisions. All this aside, it does not make the sting of perceived or actual failure any less painful or temper the peaks of joy when things work out. We are all human and experience the world in our own personally singular way. I just want to be able to hold tight to a stabilizing amount of objectivity and humbleness. Hopefully this will soften the pains of the lows and make the highs that much more sweet and special. 

The always helpful Yoda...

I wrote at length earlier in the year about feeling like a failure. No need to cover old ground, but I had a series of bumps that all came close together from all different directions. Some have played out to be as I expected and others I have since been able to rectify and redeem. As the rest of the year played out I have had some really exciting things happen (sadly none of which I can talk about yet) and I have had some additional hard stumbles. It has yet to be seen if these are actual stumbles, but they hurt like they are and I just have to learn to roll with it. I guess that gets to the point… I need to learn to roll with it better… I am not sure this is something anyone ever learns, but as long I am trying to do it better and trying to stay objective I can count myself lucky.

Be it human nature, the fact we are our own worse critic, or just crumby biochemistry I find it hard not to dwell on the failure (perceived or actual) even while awesome things are happening all around. When I find a way of packaging and selling a foolproof solution to this I will retire and draw my own monsters to my hearts content. Until then, I will put one foot in front of the other and try to stay as positive as I can about all this. Then again, this might be the very thing that makes us push ourselves to the next level and the thing that results in some of us being artists while others not. If it was easy they would not call it work! I just wish the bumps, dips, and low spots didn't hurt so much and that I didn't take it so personally. It is my own fault I see making monsters as a real and tangible extension of who I am and what I do… I started this whole post out on ways that I make it more of an extension.

Okay, this seems to have gotten more complex the more I think and write about it. In the end my words of advice are… There will always be people better and worse off then you and in turn, there will always be artists "better" and "worse" then you AND this does change depending on your time and effort. Yes, the failures hurt, I know this all too well, but it is how we deal with the failures of life that best define our character and who we are. No matter what, this too will pass, it might take a lot of time and effort, but it will pass and the dark cloud can not stay forever… unless we allow them to. Lastly, hold onto your successes! They are not the sum of who you are but they should be a rock of stability in the dark times.

…now I just have to remember these words and remind myself of them.


Getting serious never stops.

The term "getting serious" comes from a life drawing/painting group I was part of. When the host would announce that there was ten minutes left to the long poses someone would respond with, "time to get serious". Eventually, there was an additional response of, "you should ALWAYS be serious". This has stuck with me and has been the reason I have continued this theme on the blog. I have had some very poignant and distinct moments in my art career where I have had to "get serious". When the dust clears on these moments I have been left with the feeling of "why was I not doing these things already?" "why was I not already taking my career this seriously?". The reasons why are less of the issue, the fact that I could now see a better path is the issue. "Getting serious" is not one single thing and it takes a lot of time and effort. Hopefully by reading my year end post and following the blog you will see my journey in "seriousness", because I am not sure if it can be simply and quickly summed up… but I will try.

For me, a lot of "getting serious" has to do with getting smarter, seeing better, taking chances, and embracing new opportunities. I talked about a lot of this during my lecture that I hosted with Jon Schindehette at Illuxcon in November. Not only did I (and we) talk about these topics but hosting the panel is actually a part of "getting serious". I was taking chances and embracing something new. I put a lot out there and shared a lot of my ups and downs from my early days of making art during the panel and it could have all gone wrong, but I feel it turned out amazingly and I am still so incredibly grateful to have had Jon's input and presence there during the panel.

Panel buddies. One of highlights of 2012!

Getting smarter: Use your brain, stupid. Need I say more? Yes, yes I should… In every since of the phrase I had to start being smarter about making my art. I needed to look at what others were doing that was successful and learn how to implement it into my own work flow. I have said it over and over and over and over and over and over again, one of the most important things I did was START USING REFERENCE. This and this alone was a key point of getting smarter. Getting past all the baggage and garbage I believed and was fed that to be a real artist it had to all come from your head and that using reference was cheating. I got smart and started looking beyond myself. I also started looking for help from other artist on how to make my work better. Imagine that, ask someone who has already traveled the path you want to take and see what they have done that made the journey easier or harder. I also started attending, and will continue to attend, educational events like the Illustration Master Class and Illuxcon to look, listen, and learn.

Seeing better: Seeing better and getting smarter really go hand in hand and play off each other. During the Illuxcon panel I was asked what I felt was the most important skill to learn as an artist and I answered, "the ability to see". When you learn to really see what you are looking at the door to advancement and learning fly open. You can look at something all day long, but until you actually SEE it you are wasting your time. This might all sound weird and ethereal, but it all became clear to me after some rather harsh critiques and the repeated advice for me to start using reference… and the first thought after each critique was that I HAD been using reference. I was using it, but I was not SEEING it. I was not actually seeing the forms, shapes, details, and all the yummy information just waiting to be used in the reference… I was… I was… I have no idea what I WAS doing, because now I am smarter and can better see what I am looking at. Now that I have a better understanding it is hard to remember what I was doing before. I find that something I will still be lazy about something early on in a piece and catch myself later and curse the fact I had not been paying enough attention. The ability to see better has taken me a long time to hone and build upon, but it has been THE MOST important skill I have added to my skill set.

Taking chances and embracing new opportunities: These two are very much linked and tied into everything else I have talked about in this post. We are not going to succeed or fail without taking chances. You want to make something your own, well, you will need to embrace the opportunities provided and take a chance to make something better. We each have our own areas where we can take chances. New opportunities are presented to us all the time, we just need to be able to see them. Getting smarter and seeing better helped me begin to improve my skill set to "get serious", but it is taking chances and embracing new opportunities that has allowed me to actively engage the concept and reality of "getting serious". I have been a working artist for awhile now, but 2012 was a year of many 'firsts' for me. I had to take some chances and I had to grab the opportunities when they were presented themselves. While I was extremely pleases with my efforts, they were not all successes and they didn't all work out just the way I had imagined... but if I didn't try I would have nothing but failure. A year ago I made my first traditional painting and in the last few days I have completed my first traditional paining for a client. This was something I insisted to myself and others was something that was a long ways off, something that was not going to happen anytime soon… well, the opportunity came up and I took a chance. This could be a huge failure or it may be the first small success in what will hopefully be a series of successes, only time will tell. But the one thing I know for sure it that I am SERIOUS about what I am doing and I am giving it my all.

 Bugbear / Chimera / Deep One
9 x 12 - Acrylic on board
© 2012 Christopher Burdett

Wrapping it all up…

More and more I keep coming back to the same questions when I think about making art and my career as an artist… Why am I doing this? Would I have begun this journey if I knew then what I know now? These questions and their answers define current actions and help shape my future actions. Their answers are not something I can share because the answers are constantly changing. BUT, I can say they are shaped and affected by everything I have talked about thus far. More and more I have come to the realization that making art… even just making monsters is a lot more then just making drawing and painting monsters. It is a personal and unique journey that can be as simple or as complex as the creator wants to make it. The path you take in your own journey is dependent on your choices and your efforts along the way. You can decide to ignore all opportunities and forgo the difficult work of self improvement and your path will lead you in one direction or you can sacrifice almost everything and spend years and years of toil and effort to improve and your path will take you somewhere else. None of this is easy and it all takes hard work and effort. All this becomes clearer to me each year as I get a little further along my path. You just need to make sure you are on the right path for you and that you have the ability to change your path to make sure you are heading in the right direction on your journey.

If you have any questions or would like me to clarify anything, let me know. I hope my ramblings have been helpful, useful or at least mildly amusing. I hope 2012 was a good year for you and here's to 2013 being even better! Now, let's get to work!

For more samples of my work or to contact me regarding my availability head over to my website: www.christopherburdett.com