My creative process for all of these illustrations is similar. For each project, I start by researching visual elements and creating mood-boards for reference. I then sculpt the base structure of environments in Blender and creatures/organic objects in Zbrush. After digitally sculpting the base forms, I bring them into Photoshop to paint more detail and dynamic color.
For “Ship Hall” and “Ship Deck” I wanted to create a unique and unnerving atmosphere. I took influence from giallo films such as Suspiria (1977) and Inferno (1980) to create this feeling through extremely saturated lighting. I also wanted to show how time had passed on the ship through the growing of an alien substance in the aftermath of an attack. I thought the combination of organic matter with the hard edges of a space ship would make for interesting visuals.
For the “Baba Yaga” character illustration, I had previously made a character sheet for Baba Yaga, showing both the front and back of the creature’s design. I wanted to put her into an environment to fully illustrate what an encounter with this creature would be like. Since the Baba Yaga legend includes that she eats children, I thought it would be interesting to illustrate this though showing how the kids she devours become a part of her. Her body is mounds of melded flesh with human body parts peeking out to imply what once was. To get this look, I referenced multiple figures and folded flesh images along with posing my own hands and incorporating that into Baba Yaga.
For “Strange Church”, I conceptualized the idea and gathered gothic architecture references along with sketching multiple thumbnails and building breakdowns. After that, I modeled the church in Blender. Once I rendered the structure in Blender, I took it into Photoshop and painted details. I also worked on perfecting the alien-like lighting coming out of the church to indicate something strange was happening. I spent a lot of time figuring out the sky because I wanted it to look realistic, but at the same time somewhat unnatural with saturated color that I love to include in my work. With this, I felt it pulled the atmosphere together.
With “Sinker”, I created a detailed sculpt of the creature in Zbrush. I played with texturing techniques and took inspiration from mushrooms/fungi for the creature’s skin. After developing the creature to my satisfaction, I created a character sheet. I then blocked out a swamp environment in Blender and took it into Photoshop to paint out and perfect the lighting. I wanted the creature to be very intimidating, so I cast it in shadow and put an extreme light behind it. This also created contrast to pull more focus towards the creature. I positioned the figure hiding in the foreground to create a point of entry for the viewer. I wanted to give the feeling that the viewers themselves are hiding from this creature.