Color flatting for Linux!

Hello everyone! If you’re like me, you’ve spent plenty of time thinking, “I wish Linux had an automated color-flatting tool.” Well, your days of wishing and hoping are over, because I have produced exactly the tool you’ve been wishing for. Behold:

For more information, check out the PyFlatter page, or just go download it on GitHub. Enjoy!

Behind the Scenes of The Non-Seen

As I launch into the exciting world of Chapter 2, I thought this might be a nice time to give you all a little peek into the process of making each page. Let’s take a look at the making of Page 1, start to finish.

The page begins as a script. I went back and forth a lot on what to open the chapter with, and ultimately decided to show Claire waking up on the first page, then cut to the parents talking on the second and third pages. Here’s what my script said:

We open with Claire awakening the following morning, happy at first and then transitioning to irritation as she thinks back to the events of the night before. She wants answers. She gets up.

Ruth is out at the shoreline, collecting marine life samples. Alan meets her with a cup of coffee on the way to the lighthouse. They discuss his dreams and his unsettled thoughts over the last couple days. Ruth mentions that she’s going on a trawling trip later.

As you can see, my scripts generally don’t include dialogue or any sort of blocking; I find that stuff easier to work out in thumbnails. Here’s how I initially broke down these three pages:
First draft- thumbnails for first three pages

As you may have noticed, these pages don’t really resemble that which I finally drew. These were a first draft and I ultimately scrapped them and tried again. (The slashes across the pages indicate that they are not for use in the final comic.) I eliminated the page with Claire because it seemed unnecessary and because I have a bad tendency to start chapters with characters waking up. Instead I decided to jump straight to the parents, and to merge their two pages into one, as it seemed a lot of that was filler. Here’s the final thumbnail (with this and all other images, I will display only the first panel. Click to see the rest):


As you can see, the dialogue and blocking are more or less solidified at this point, and the panel arrangements have been decided.
Read the rest of this entry »

The Woodman’s Reward


Illustration for the New England Society of Children’s Book Writers and Illustrators Conference 2014. Linework: Hunt 100, Color: Krita

The Non-Seen: Debut!

The Non-Seen: Logo

Hey, remember that teaser I posted back in December? Well, it turns out it’s not another abandoned project, because Chapter 1 of that comic, which will is called The Non-Seen, will be debuting in the Comic section on April 1. I’d hoped to post this announcement a lot earlier so that there could be a period of anticipation, but I was too preoccupied with the comic itself to get the announcement together. The Reader Orientation is available now, and the first few pages will all appear on Tuesday. For the first month there will be two pages a week, and after that it’s probable that I’ll have to go to one page per week, but we’ll see. Enjoy!

Unity Test

I’ve been wanting to gain some familiarity with the Unity game engine, so I did a little test with some old assets from Into the Titan. This, as you may recall, is the darkroom and the hallway leading up to it. I baked some nice lightmaps, which makes it considerably prettier. Comparison images are below the jump.

Meteorite Research Center passageway in Unity

Darkroom in Unity

Read the rest of this entry »

Small Game Project #2


Texturing is not done, but it looks pretty nice already (at least I think so). I’m painting these textures by hand in watercolor. Most of the lighting here is dynamic (enabling a nice flashlight effect, not shown here), although the sunbeams on the floor are baked. More to come!

Small Game Project #1

Click to enlarge

What’s this? Apparently I’m making a small game, maybe. More details to come.

Justice Canyon Remix

Doing a little project to become better acquainted with Blender Game Engine features which have been around for an embarrassingly long time now. Here’s the Justice Canyon arrival area (from Into the Titan), by day and night. All dynamic lighting.
Justice Canyon 1 - Day

Justice Canyon 2 - Night

More to come…?

Sunrise: The Complete Anthology

The complete anthology of Sunrise, my now-completed webcomic, is now available for purchase. Until February 16, the option of a signed and/or drawn-in copy is available. See this page for more details, or see below and after the fold for additional pictures and information. Click here to go ahead and order a copy for yourself.

Sunrise anthology, in isometric-esque view

Read the rest of this entry »

Using CGI in Vector Artwork

I’ve been making some vector icons for a client and one of them involved a slide carousel… not exactly something easy to draw in SVG! However, I took a quick shortcut through 3D which I’m now going to share with you. Take a look:

  1. I started by modeling a simple slide carousel in Blender, which took only a few minutes. I only needed the shapes, not the lighting, so I rendered it with some shadeless materials, thusly:CGI basis for slide carousel
  2. I then used Illustrator’s auto-tracing function to get the shapes from the render. Since the source image was very high-contrast, the tracer did a great job for once. At this stage I also drew in many of the simpler shapes, primarily circles.
  3. Finally, I imported the Illustrator file into Inkscape to apply gradient fills, because Illustrator’s gradient tools are a leading cause of brain cancer in graphic designers. (It’s true!) The slide dividers benefit nicely from some clever banded circular gradients, to give this final result:Final vector artwork, slide carousel

Not bad! Had I tried to draw this from scratch in Illustrator, I’d probably still be working… instead it took less than half an hour, and is about as photoreal as vector graphics can be.

©John W. Allie 2018. | Contact?