Wacom eStore - official Onlinestore Wacom InfoChannel http://eu.shop.wacom.eu/wacom-infochannel 2018-04-26T00:12:10Z How To Draw Your Idea With Visual Thinking http://eu.shop.wacom.eu/wacom-infochannel/how-to-draw-your-idea-with-visual-thinking/1134?c=2213303 When we put our ideas down on paper, most of us write them out as written words using text. This absolutely works, but having both words and pictures stimulates our minds more intensely.

How to draw your idea with visual thinking

When we put our ideas down on paper, most of us write them out as written words using text. This absolutely works, but having both words and pictures stimulates our minds more intensely.

You’ve already done visual thinking without even knowing it. If you’ve ever moved objects around on a table to help tell a story, or mapped out an idea by sticking Post-it notes to a wall in particular places, you’ve used visual thinking.

If you wave your hands around to convey spatial relations during a discussion, you’re relying on something more than just words to get your message across. Visual thinking is just another powerful way to help solve problems, generate ideas, get organized, and communicate effectively.

Download your free ebook here


Now, you may be thinking you’re not an artist and so drawing or sketching your ideas doesn’t make sense for you, but slow your roll! We’re not painting the ceiling of the Sistine Chapel here, and branching out into graphical note taking doesn’t require an MFA degree.

All you need is a visual vocabulary that consists of a simple set of some basic shapes, like lines, arcs and loops. The bottom line is that if you graduated from kindergarten, you’ve got this.

The good people at XPLANE created an e-book called How to Draw Your Idea to explain the basics of visual thinking through drawing, and introduce you to a few basic concepts to get you started. It shows how it works, gives lots of great examples of visual thinking, teaches a few drawing basics, and demonstrates how to organize your drawings to get your points across.

Watch below how XPLANE uses Wacom Smartpads to improve their workflow:

Tue, 24 Apr 2018 15:50:33 +100
Wacom Talks | Designed to Inspire http://eu.shop.wacom.eu/wacom-infochannel/wacom-talks-designed-to-inspire/1133?c=2213303 Find out about Wacom’s dedicated approach in a series of interviews below, with Wacom CEO Nobu Ide as well as insights from the engineering and design teams.

Designed to Inspire

Creative professionals around the world are using Wacom’s creative pen computers, displays or tablets to create exciting products and art. “Some of them are also doing their magic inside of Wacom, working on our award-winning product design”, says Faik Karaoglu, Executive Vice President of Wacom’s Creative Business Unit.

Creative professionals, as well as passionate enthusiasts and hobbyists, find in Wacom a partner that provides them with innovative and intuitive solutions to support their ambition. “We are proud to be recognized as a company that for more than 35 years continues to provide technological innovation and solutions that are designed to make the world a more creative place.”

Find out more about Wacom’s dedicated approach in a series of interviews below, with Wacom CEO Nobu Ide as well as insights from the engineering and design teams.

Interviewees and their focus

1) Nobutaka Ide (Group CEO and President); Nobu covers Wacom´s role of driving the digital ink technology and shaping the future of creativity vision.

2) Yuichi Inada (Head of Engineering); Yuichi talks about the evolution and constant improvement of Wacom’s pen designs, leading up to the new Pro Pen 2

3) Harmut Woerrlein (Director Industrial Design); Hartmut covers Wacom’s design philosophy.

Wacom Pro Pen 2

"How do we create the most natural feeling in a digital pen?"

Yuichi, Nobu, and Harmut answering this question by talking about:
The ultimate Pro Pen 2/ 3D
Pen and screen interaction
Latency/ accuracy
The pen nib 



Brilliant surface

"How does optical bonding help us create a natural drawing feeling?"

The topics covered by Yuichi in this video are:
Optical bonding
Display specifics (like glare)
Etched glass
Levels of pressure sensitivity



Wacom Cintiq (Pro) Engine

"How does it´s modular approach improve your experience?"

In this video Hartmut and Nobu talk about the new Cintiq Pro Engine (PC module) and future technologies like VR/AR.



Perfect ergonomics

"Why do we put form over function?"

Hartmut explains why we put ergonomics and user-friendliness first.



Design philosophy

Nobu, Yuichi and Hartmut answer the question:

"How is our design philosophy driving the products we design?"

Topics covered are:
Technology leadership
Driving innovation and new Technologies
Design is more than looks
Handwriting is the most intuitive input form
Leading design idea for Cintiq



Customer empathy

In this video Yuichi, Hartmut and Nobu answers the question:

"How do we involve real customers in our product design process?"

Topics that are covered:
Core customer needs and workflow – first and foremost
Forseeing future needs and wants
Dialogue with the customer and feedback integration


The "Wacom experience"

"How do technologies come together to deliver the unique Wacom feeling?"

Yuichi and Nobuexplain that the experience is more than product specifications.


The definition of creativity

In this video Nobu, Hartmut ask themselves what creativity is and who is actually creative, by answering the question:

"How do our products stimulate creativity in the world?"

Fri, 13 Apr 2018 12:13:57 +100
3D Sculpting Tutorial | How to Create the Weasley´s Home "The Burrow" in 3D http://eu.shop.wacom.eu/detail/index/sArticle/1132/sCategory/2213303 Not only has freelance 3D artist Rafael Chies created something far beyond our expectations, but he is also willing to share his secrets through a three-part tutorial on how to create a beautiful 3D render of the Weasley’s home ‘The Burrow’ from Harry Potter.

How to create the Weasley´s home "The Burrow" in 3D

Rafael Chies has been working hard for the last two months producing a beautiful 3D render of the Weasley’s home ‘The Burrow’ from the Harry Potter books and films, on his Wacom MobileStudio Pro.

Not only has Rafael created something far beyond our expectations, but he is also willing to share his secrets through a three-part tutorial produced especially for Wacom. Check out his tips, tricks and how-to instructions for creating a 3D model house below, from blocking to adding details to deciding on the final composition.

Tutorial summary

Video 1. – Blocking, modeling, sculpting
Blocking (01:30)
Modeling (06:04)
Sculpting (10:54)

Video 2.  – Materials and layout
Materials (00:01)
Layout (14:33)

Video 3. – Lighting and composition
Lighting (00:01)
Composition (06:08)

We hope you will enjoy watching and learning from this 3D sculpting tutorial.

Video 1. – Blocking, modeling, sculpting



01. Blocking (01:30)

Concept design

Your sources are very important! Use reference images to get an idea for what you are creating and to use as inspiration. It’s a good idea to choose an image and use it as the plan for how you will build a 3D model, as it’s quite hard and frustrating to start on a 3D space without any references or guides.

Research and understand what key aspects make your subject recognisable and aim to capture those aspects, but balance with it your individual style and ‘touch’ and what you aim to show with the image. You want to make something recognisable, but still unique and ‘new’. Don’t make a remake of a concept but create your own version.

First steps

Your blocking step is not modeling, so work only with primitives, maybe moving some Vortex, but don’t go deeper than that. Define the bigger shapes first and then do the smaller ones when you’re happy with them.

Blocking is one of most important steps as you define the design and shapes. Don’t rush towards the ’exciting’ parts before you’ve done this. You need a good solid foundation or it won’t matter how hard you work in the following steps – there will always be something not quite right with the image, even if you can’t tell what. 

You have to take it seriously even if it’s not fun or you’ll be dissatisfied with the work. 

You should more or less define your canvas in this step.

02. Modeling (06:04)

Use everything you made in the blocking stage as a base to start to model.

Start with really simple modelling to see how it looks – don’t worry too much about corners at first. 

However, later on you should pay particular attention to the corners in any part of the model. When you first add parts to your model, all the corners will be 90 degrees. You should 100% avoid this in 3D because in the real world we never have perfect 90 degree corners, even of it looks like it. After modelling all the base shapes, go back to all the elements and bevel all the corners, making them rounder. In the lighting step, you’ll see that the light reacts in a much better way due to this. 

Trick to make the model look much more appealing or complex:

When you have repetitive patterns e.g. roof tiles, bricks or wooden planks, break the pattern by changing the position of a few of the pieces to make it look more less perfect and therefore more realistic. You can do this by using a variety of tools, e.g. the sculpting tool in Maya, the move tool, and the rotating tool. This gives the image a more organic feel. It can take 1-2 hours of work to break the patterns, but this is what makes all the difference between an interesting and a boring element. 

There are many ways to do things in 3D, so you should do what makes you most comfortable. Rafael doesn’t mind placing all patterns by hand if he has time, but there are other options if you need a recurring pattern, such as using plug-ins or Mash from Maya.

03. Sculpting (10:54)

Rafael’s main rule of using Zbrush is only subdivide if you really need to. You don’t want to work with really high resolution models if you don’t need to, as this makes the image very heavy and hard to work with.

Creating wooden effect on planks

For tasks such as adding detail to wooden planks, subdivide to create the patterns and knots on the wood because with higher resolution, you get more defined strokes.

Use the Dam standard brush, and get a really nice effect by changing the pen pressure during the stroke. 

Then use ClayTubes to define the shape further and build up the shape of the plank, following the lines you’ve already created. Go over and break up the edges, because in real life you never have 90 degree angles or edges. These smaller details matter a lot. Always keep your references in mind and don’t rush it.

Use the Polish brush to flatten the plank, then the ClayBuildup brush, and again the Dam standard to draw the deeper details back into the wood. Then use the Slash3 brush – it’s great for adding little cracks. It’s great to experiment with this to achieve the look you want.

Video 2.  – Materials and Layout



04. Materials (00:01)

How to create materials inside Substance Painter

Try to work on lower resolutions and raise them later or only at the time of export. Constantly working on 4k is really heavy and the computer will struggle. Rafael worked and exported in 4k, although in Substance Painter, you can export up to 8k.

You can try various types of HDRI. Add a background map to the image to see whether it’s the shape / size /etc., as you want it to be.

Always do textures on 2k and then raise on export.

Using Substance Painter

Substance needs lots of info to work well. 

Load the normal map. Select the normal map in AO. Then Substance will calculate the other maps based on the info you give to it - it’s very fast. You can then work with masks. There’s a lot of materials you can use as part of the program, but there’s also the ‘Substance share website’ where many artists share their materials so you can download them and mix with yours to create new variations.

Wood and peeling paint - Wood

Put directional noise on the base colour. Then add a filter with a gradient to control the colour of the noise. Create the base wood colour. Then add another layer, controlling it in levels to control the height or thickness of the colour to make it as subtle (or not) as you want. You can add another layer for roughness to control the amount of highlight and ‘shininess’.

You can add lots of layers on top of each other to get the effect you want.  


Add a layer to be the ‘paint’ on top of the wood. Then create a mask.

You can raise the height or thickness of the paint, change the amount of ‘shininess’ of the paint, and control the roughness.

You can also add multiple layers of paint to the same part to make it seem like the building has been repainted several times, and play around with the balances – create a layer in one colour, and choose a slightly darker colour to be the newer paint., Using mask ‘paint old’ will give it a peeling paint effect. Again, play around with the balances to control the extent of peeling paint and make it look realistic.

Finally, can add another layer as ‘dirt’ to make the image look realistic.

05. Layout (14:33)

Look at the overall scene. Always consider lowering the display percentage because otherwise the scene will be really heavy due to all the small details everywhere.

Making the background items

Clouds: These are not a flat image. He found the 3D clouds as a VDB preset free from Travis Davis on Gumroad.
Carpet: Xgen from Maya,
Roof: He exported maps of moss from Substance Painter and then scattered it across the roof in Onatrix.
Ropes: Ornatrix
Distant hills: These are made from really simple random textures. They are blurred and in the distance due to depth of field, so don’t waste time making it more detailed.
Flour sacks: Ornatrix
Logs: Plug in called DebrisMaker 2 made by Aaron Dabelow.
Wood planks: Exported from Zbrush

On Megascans there’s lots of content, even free stuff e.g. the mushrooms.


Always put your effort on what appears in the image – there’s no point wasting lots of time on something that will never be seen.

Think about composition when making the image – e.g- using the plants to frame the image.

You don’t have to keep everything perfectly to scale in your image, e.g. you can have slightly larger trees or flowers if it helps the composition and keeps the focus on the main part of the image. Don’t go too over the top though, and try to keep it believable.

Making of the ground:

Gravel: spPaint 3D plugin from Creative Crash. Select your target surface, in this case the ground. Always remember to turn on the ‘Instance’ option as you don’t want to duplicate the proxies. The scene would be too heavy. Always work with proxies and instances to stop it getting too heavy. For this part, Rafael loaded some proxies that he’d previously created for the project, e.g. bluebells.

To make them individual, use randomisation in rotation, scale and transform attributes. This will stop them all looking the same.

There’s two options to scatter the elements

1. You can use the ‘paint’ button and click and drag, and paint the elements where you want them.

2. You can use the ‘place’ button and click and drag, placing them wherever you want. This gives you a lot of elements in one stroke, so that when you draw, you place randomized items down. This gives you the possibility to set it as several different types of flowers and therefore have a more ‘realistically’ randomised set of flowers in an area.

On Vortex Library YouTube channel, you can find some really good tutorials for learning how to use blender material and blender displacement, which is how I learned to blend displacement. Never underestimate the importance of a good ground. It can make all the difference.

Video 3. – Lighting and Composition



06. Lighting (00:01)

Tips for using Maya for lighting

First do the lighting for the focus of the image – the house. Show only this part of the image and hide all other aspects to avoid distractions – you should only be looking at the sky, no background. Later, we can turn the environment back on and then make some smaller adjustments.

Always work with 32 bits within the workflow, so you can have a lot of control and info for the post production.

To light The Burrow, he used a HDRI that he downloaded from HDRIHAVEN, a free Lighting site. Check your lighting with no distractions to see how it looks.

Mix the Maya sun with the HDRI to get the best end result.

Work with a few elements as possible to reduce lag time.

07. Composition (06:08)


Always export renders in EXR 32 bits, then later convert into 16 bits

Look at your final render, and decide whether the colour scheme works, whether it expresses the mood you like, whether it fits in with the situation / location / season you were aiming for. It’s not too late to change it.

Paint over some tests in Photoshop to try out different colouring, lighting and styles, then you can change it after in 3D – it’s good to mess around in Photoshop first to see how it looks before you change anything in 3D. It gives you a chance to test out some ideas without lots of effort, and it can be inspiring. It’s much easier to do in PS than in 3D., especially with lots of textures.

After Photoshop, go back to Substance painter.

Look at your composition – is your desired main subject obviously the main subject? How can you change the composition to prioritise the main focus of the image? For example, you could use clouds to frame the house more, change the light, change the saturation, be selective about colours, vibrancy… For this image, he selected reds and made them brighter, and corrected the blue a little.

Try to see as much of the image on the screen as you can - it helps to stay focussed on what the overall image looks like.

Make sure none of the other elements in the image detract away from the main focus. Make sure that the colours don’t distract or ‘fight’ in the image – you want the overall image to work well together.

Never post your work when your eyes are tired – take a break away from the work and come back to it before making any decisions.

If there’s something bothering you, take a break, take a walk, relax, and then come back to it. It will make the problems easier to see more clearly.


And that’s it! Thank you for sticking with us this far.
If you’d like to see more of Rafael’s work, check out his sites below. 

The Weasley home "The Burrow" final 3D artwork by Rafael Chies

About Rafael Z. Chies

Rafael Chies is a freelance 3D artist who specializes in look development, lighting, and environment/ asset modeling, and is strongly influenced by what he sees on long walks.

Born and raised in Brazil, Rafael currently lives in Florence, Italy. He started to appreciate art when he was young. It became very clear that his curiosity in this field surpassed any other interest. "At school, for example, both the purchase of painting and drawing materials and the time dedicated to these activities were the events I looked forward to the most." All that enthusiasm for drawing, painting, modeling with clay - in short, all these ways of creation - started to interest him so much that they became the focus of his free time.

Follow Rafael on social media:
ArtStation - Behance - VimeoInstagram - Twitter - Facebook



Rafael at his desk, working on his Wacom MobileStudio Pro

Fri, 13 Apr 2018 11:26:47 +100
Live Q&A with Ketnipz and Wacom http://eu.shop.wacom.eu/wacom-infochannel/live-qa-with-ketnipz-and-wacom/1131?c=2213303 Harry Hambley aka Ketnipz is back and this time, he took part in a live Q&A with Posterspy founder Jack Woodhams. The 18-year old is famous for his adorable and relatable bean comics and now has over 400,000 followers on his Instagram.

Live Q&A with Ketnipz and Wacom

Harry Hambley aka Ketnipz is back and this time, he took part in a live Q&A with Posterspy founder Jack Woodhams. The 18-year old is famous for his adorable and relatable bean comics and now has over 400,000 followers on his Instagram.

Jack first interviewed him a year ago, when Ketnipz had 22,000 Instagram followers and had just started to become well-known. Check out the interview here.

In this Q&A session, Harry talks about his own art style and using art as an escape, as well as giving tips on how to start developing your own individual style. He answers questions from fans around the world and shows a little bit of the work he’s been doing in the past year, including a Wall mural in Mexico and an Instagram sticker.

We hope you find it as interesting as we did. Enjoy!

Watch the interview here:


More about Ketnipz

Harry Hambley’s bean comic took Instagram by storm last year, and it’s only continued to gain in popularity. Harry chose to pursue his art career and has been working with various companies and individuals during this time, opening his own merchandise shop and travelling worldwide to promote his comics.

Using a custom built PC, an Asus Monitor and a Wacom Cintiq 13" Pen Display, Harry produces roughly a comic a day for his many followers.

Follow him on Instagram: @ketnipz

Thu, 12 Apr 2018 12:33:04 +100
Drawing a Manga Comic with Clip Studio Paint and Wacom Intuos http://eu.shop.wacom.eu/wacom-infochannel/drawing-a-manga-comic-with-clip-studio-paint-and-wacom-intuos/1130?c=2213303 Wacom teamed up with Celsys and professional artist Caterina Rocchi to show you the process of creating a manga comic. These videos are great for beginners who need help getting started, but the tutorial also works for more advanced artist who want to improve their comic drawi...

13 Steps to Drawing a Manga Comic with Clip Studio Paint and Wacom Intuos

Using Clip Studio Paint and Wacom Intuos, artist Caterina Rocchi will show you the process from sketch to final piece while creating a manga comic. Wacom teamed up with her and Celsys to give you this insider's view of manga creation.
The lovely Caterina is the owner of Lucca Manga School in Italy. In this tutorial series, she goes through the entire process of creating a manga comic and breaks it down in 13 steps.

These videos are great for beginners who need help getting started, but the tutorial also works for more advanced artist who want to improve their comic drawing skills.

So, let´s create a comic!

1) The process of creating a comic

This video is an introduction to the manga comic production workflow.



2) Creating a new canvas, resolution and layers

In this episode, we prepare a canvas to start drawing.



3) Drafting the comic

 In this episode, we draw a rough draft of your manga.



4) Text and balloons

In this episode, text is added, and speech balloons are drawn using various techniques. 



5) The Pencil tool

In this episode, we cover the [Pencil] tool which is used to draw a draft for inking.



6) Creating frames and borders

In this episode, we cover frame borders which are made by drawing frames over the draft.



7) Inking and speech bubbles

In this episode, we go over inking characters on the draft layer.



8) Background #1 of 2

A background is drawn using a perspective ruler.



9) Background #2 of 2

A background is drawn using photos and 3D data.


10) Hand-drawn text

In this episode, we´ll add hand-drawn texts such as sound effects.


11) Effect lines

In this episode, we cover effect lines which are drawn using tools such as Ruler.


12) Decoration brushes

Here we cover screen tones and adding patterns using the decoration brush.


13) Toning patterns and exporting

In this episode, we go over pasting screen tones, finishing up and exporting your manga comic.


About Clip Studio Paint and Wacom Intuos

Celsys Clip Studio Paint Pro is bundled with our new Wacom Intuos pen tablet and is the perfect 2D drawing software tool for comic and manga creation. Whether you want to simply enhance and perfect your pen-and-paper drawings or you want to experience a completely digital creative process. 

More about Caterina Rocchi

Caterina Rocchi is the owner of Lucca Manga School in Italy. She studied art in Italy and was looking for the opportunity to study Manga. So, Caterina took matters in her own hands and established a school of her own. Wacom is quite proud to be able to support this school and it´s mission.

Follow Caterina on social media:

Facebook - Instagram

She studied to draw Manga in Italy. She wanted to make the opportunity and place to study Manga for Italy so she established the school.Wacom supports this school so some WEG team might know her and the school:)
Fri, 06 Apr 2018 13:02:51 +100
#StickWithIt | A Wacom monthly drawing challenge http://eu.shop.wacom.eu/wacom-infochannel/stickwithit-a-wacom-monthly-drawing-challenge/1129?c=2213303 Wacom wants to encourage you to be creative every day. Because when you stick to it, you will gain experience. So, we´re presenting weekly prompts centered around monthly themes. You can find the planned monthly themes.

#StickWithIt - A Wacom monthly drawing challenge

Wacom wants to encourage you to be creative every day. Because when you stick to it, you will gain experience. So, we´re presenting weekly prompts centered around monthly themes. You can find the planned monthly themes.

Monthly themes

April — Make your work stick
May — doodle bombing
June — Soccer World Cup
July — World Emoji Day

Themes of the month April:

2 Apr — Turn your favorite meme into a digital sticker
9 Apr — Grab your favorite sticker and redesign it 
16 Apr — Create a sticker for a sticky situation 
23 Apr — Show us your take on the phrase Live.Dare.Create

The laws of the challenge

1) The 2D/3D artwork must be created by you and it has to follow the prompt of the week.
2) Hashtag your work with #WacomStickWithIt then post it to Instagram any other social spot you like, so that we can find your work.
3) Lastly, have fun with it!

A single winner is picked at the end of each month. Winners receive a new Intuos pen tablet and get their work displayed in our social headers.


For the full terms & conditions, click here.

"The more you draw, the better you get".

So, are you up for the challenge?

Good luck!

Fri, 06 Apr 2018 10:12:07 +100
Wacom at the Playgrounds Festival 2018 - 30% Discount Voucher Inside http://eu.shop.wacom.eu/wacom-infochannel/wacom-at-the-playgrounds-festival-2018-30-discount-voucher-inside/1128?c=2213303 We’re extremely proud to be sponsoring yet another Playgrounds Festival event: Playgrounds Blend. We´ll be looking at the relationship between art and innovative technologies, and we’ve gathered the most talented and innovative creative professionals in animation, game, intera...

Wacom at the Playgrounds Festival 2018

We’re extremely proud to be sponsoring yet another Dutch Playgrounds Festival event: Playgrounds Blend.

This time around we're looking at the relationship between art and innovative technologies, and we’ve gathered the most talented and innovative creative professionals in animation, game, interactive design, robotics and creative technology to discuss the 'blend' over a four days fest and conference in Breda and Amsterdam.

You can read more about the professional artists down below. Also, to our trusted readers we offer a 30% discount voucher for the entry tickets.


Playgrounds Blend Program

9 April   – workshops & opening night – AKV|St. Joost Breda
10 April – conference – Chassé Theatre Breda
11 April – conference – Chassé Theatre Breda
12 April – Panicroom (evening program) – PostPanic Amsterdam
13 April – conference – Pathé Tuschinski Amsterdam

30% Voucher Discount for the Wacom Community

Simply visit this landing page and use the code BLend_2018! (capitol sensitive).


The essence of Playgrounds

A meeting hub for some of the most remarkable artists but also a place where they can interact with students – the talents of tomorrow, and fans. A series of events that have inspiration as a currency.

More names and time schedule at www.weareplaygrounds.nl

Artist Reels

David OReilly – Everything, The External World

Golden Bear winner and an artist working in design, animation and video games. Creator of the groundbreaking animated films ‘Please Say Something’ and ‘The External World’, his film work has won numerous awards and been the subject of several retrospectives internationally.He has served as writer for the TV shows Adventure Time & South Park, and created the fictional video games in Spike Jonze’s Academy Award winning film ‘Her’. In 2014 he released his first independent game 'Mountain' and followed up with 'Everything' in 2017.

Everything won grand prizes at A MAZE & Ars Electronica and was featured as Game Of The Year by Wired, Polygon, AV Club, The New Yorker and others. Its trailer became the first ever interactive project to qualify for an Academy Award.

Curt Enderle – art director Isle of Dogs

A 1987 Minnesota State University graduate, Curt Enderle has dazzled both the theater and cinema worlds with his art direction and sets designs. In 2001 he won an Emmy Award for his art direction in the stop-motion animation sitcom on UPN called Gary and Mike. Further on he was a set designer for ParaNorman and art director for the animated feature The Boxtrolls, both of them produced by Laika.His most recent project: Isle of the Dogs is an animated feature directed by Wes Anderson following a boy's odyssey in search of his dog.

In the theater world, Curt Enderle is known for his fabulous creations for MSU's  One Flew Over the Cuckoo's Nest and Angels in America stagings. When talking about his work, the thing he loves most about his job is immersing himself in a time and place he wouldn’t otherwise, and finding people and places during the process he didn’t know existed.He’s now freelancing, designing theater and still doing stop-motion animation work near his home in Portland, Ore.

Marshmallow Laser Feast - VRLondon-based design studio

Marshmallow Laser Feast are always looking to create ground-breaking experiences that immerse and amaze in completely unexpected ways. Headed up by Adam Doherty, Barney Steel and Robin McNicholas, the collective employs a wealth of creative disciplines, from photo-real virtual reality to robotic performance and realtime mapping, pushing boundaries, redefining expectations and exciting audiences worldwide.

Their works range from commercial productions for the likes of U2, Volkswagen, Castrol and  McLaren, to extremely artistic and immersive experiences.



Neal Scanlan & Gustav Hoegen – Star Wars

Wookies, rodians, twi’leks and robots. The Star Wars universe is full of weird and dangerous creatures. Neal Scanlan – a London based creature and animatronic expert - brought them back to life in physical form for ‘The Force Awakens’. His outstanding work is appreciated worldwide and internationally awarded. He is a multi-Bafta Award winning artist. Scanlan - whose past work includes an Oscar for ‘Babe’ and 2012’s’ Prometheus’– received multiple awards in 2016 for his visual effects for Star Wars, like the 2016 Bafta win: best achievement in visual effects and the 2016 Empire Award win: best visual effects.Under Scanlan’s direction, the creature workshop at Pinewood Studios built more then 100 characters for The Force Awakens.

Having finished working on Rogue One, Star Wars VIII: The Last Jedi, and Jurassic World: Fallen Kingdom, he now focuses on another Star Wars story. Gustav Hoegen is an animatronic expert too and known for his work for Charlie and the Chocolate Factory and The Brothers Grimm. He is also part of the Pinewood Studios team. Together, Scanlan and Hoegen worked on a lot of practical effects. After a super inspiring talk in 2016 they are back at Blend Iin a joint talk. We will learn more about their extraordinary imagination and skills.

Mr Bingo

In a splendid collaboration with Graphic Matters we present Mr Bingo to the stage. Mr Bingo was born in 1998 after a cheerful bingo night in Maidstone. It first served as a nickname among students of the Kent Institute of Art & Design, before being fully embraced as a signature and identity for its Leigh-born bearer. Mr Bingo went on to study graphic design at Bath Spa University College and specialized in illustration, graduating in 2001 and moving to London. There Mr Bingo was a commercial illustrator for 15 years, working regularly for clients such as The New Yorker, The Guardian, TIME, CH4, The Mighty Boosh & The New York Times.

An archive of the thousands of illustrations from this period doesn’t exist online because he got bored once in a motorhome and deleted his entire portfolio website. Mr Bingo and his work has been featured in a wide range of magazines including Creative Review and Icon. He was recently described by Caroline Roberts in Vroom Magazine as ‘a person who has redefined the traditional job description of an illustrator’.

Moby Francke – Riot Games

Moby Francke is a great classically trained character illustrator, best known for his works for game design studio Valve's hits: Half Life 2, Team Fortress 2, Portal, and Left 4 Dead. Born in 1972 in Washington D.C he attended from 1996 to 2001 the courses of the Academy of Art University of San Francisco.

After graduating he worked at LucasArts as a conceptual designer, and taught figure painting at the university. A turning point in his career represented his collaboration with Valve. Though he started working there almost accidentally and had to adjust to a new world of digital art and gaming, he ended up being the driving force behind Half Life's ground-breaking look and feel. The game is still considered one of the most iconic sci-fi shooter because it successfully managed to marry realistic characters with an immersive storyline while in the same time propelling the players through awe-inspiring environments. It remained a reference point in the industry for years on a row while in the same time it solidified Francke's key position within the company. He is currently working for Riot Games.

In 2009, the company released its debut title League of Legends to worldwide acclaim. His clear inspirations are the great America painters of Leyendecker and Norman Rockwell. Francke mixes these influences with his own style and applies it expertly to the field of entertainment. He combines features expertly with scalability, meaning that characters will look great from far out and close up, something especially important with character from League of Legends. He has won several awards, including two New York Society of Illustrators Competition Awards. 

Tue, 20 Mar 2018 16:25:25 +100
How To Draw A Comic Page by Miyuli http://eu.shop.wacom.eu/detail/index/sArticle/1126/sCategory/2213303 Illustrator and manga artist Miyuli, known for her comics such as Hearts for Sale and Lost Nightmare, takes us through her process of making comic pages in Clip Studio Paint Pro. This software comes bundled with our new Wacom Intuos pen tabet, which she also demonstrates in th...

How To Draw A Comic Page by Miyuli

Illustrator and manga artist Miyuli, known for her comics such as Hearts for Sale and Lost Nightmare, takes us through her process of making comic pages in Clip Studio Paint Pro. This software comes bundled with our new Wacom Intuos pen tabet, which she also demonstrates in the video below.

For anyone who loves creating and writing comics, this is a great tutorial on how to get started and learn the basics. The work you will see is from the comic ´The Idols of Solanşehir‘ written by Vera Greentea. You can watch or read the tutorial below.

Take it away Miyuli!



1) First digital sketch and traditional pencil tracing

For this project I decided to sketch the pages in Clip Studio Paint and then do the linework tradionionally on paper. I‘m using a mono eraser and a 2B pencil from faber Castell. Since it‘s just pencil I‘ll be using the cheapest and thinnest paper I could find. It‘s just regular copy paper.

Miyuli placed her printed digital sketch on a light table to add trational pencil linework

Since it‘s so damn thin I put another sheet between the printed sketch and the final linework. And then it‘s just tracing the sketch with a light table as cleanly as possible.

I used a similar technique when drawing Hearts for Sale. I like how organic pencil linework looks, though it doesn‘t necessarily fit every project. My upcoming webcomic Demon Studies (demonstudies.com) will be all digital.

2) Adding line weight

Once I’m done tracing the lines, I add some more details and line weight to the final panel. I like to do a thicker outline for characters or foreground objects. It helps separating it from the background. With details that indicate texture I try to be as light as possible so it doesn’t pop out too much.

I like to finish lining a panel before going to the next one to keep things interesting but it’s basically the same thing for all the pages.

Adding weight to the lines

3) Fixing, layering and grids in Photoshop

Once that’s all done I scan the page, tweak the levels and clean in up a little. Also, I like to separate the lines from the white background which is pretty easily done in Photoshop. You can also do it fairly easily in Clip Studio Paint but it’s just a habit for me to use Photoshop at this point.

The great advantage of doing sketches digitally is that it’s much easier to set up perspective grids. Sometimes I also like to use 3d objects like the house on the first panel. Clip Studio has a really nice perspective help.

For the digital part I’ll be using the new Wacom Intuos. I’ve done a review on the pen tablet so check that out if you want to know more about it.

After scanning the finished lined page you can tweek, fix and layer the lines in Photoshop

4) Blocking in characters and filling with basic colors

First I like to block out the characters and separate them from the background. Makes things easier later on. Once that’s done I block in the basic colours. 

Blocking filling first basic colors

5) Perspective through painting styles and adding shadows

For Solanşehir I wanted to use a colourful and saturated painting style. It’s supposed to be a little messy but being the perfectionist that I am I tend to clean it up too much.

For the actual painting I like to use a Sai Watercolour brush that I mentioned in my last video. I like the way it can produce both soft and hard edges but I also use some adjustment layers with an airbrush pen.

Showing the difference between cool and warm

This scene is starting out from a coolish grey outside setting and gradually goes into a warmer interior. The first issue has me use a lot of red, yellow and bluish tones. Giving colours a purpose makes your work a lot better but to be honest I don’t really know what I’m doing 70% of the time.

It’s basically just fooling around and guessing a lot until it looks good. But I also like to do studies and I hope I can improve my colouring and perspective work. Let me know if you would be interested in a more in-depth commentary on my work.

6) Rinse and repeat

And yeah, that’s basically it. Rinse and repeat for all the other pages.

A finished page from the comic


Thank you for reading

Please check out this comic’s kickstarter. It’s already funded but it would be amazing to bring the first issue to more people. I should be done with it before the campaign ends so the delivery should be pretty quickly.

Follow or support Miyuli:

Patreon - KickStarterTumblr - Twitter - Instagram - Facebook - Youtube

Fri, 16 Mar 2018 17:20:30 +100
Cardboard Creativity and Childhood Imagination http://eu.shop.wacom.eu/wacom-infochannel/cardboard-creativity-and-childhood-imagination/1125?c=2213303 Derek´s incredible props made out of cardboard are a fantastic way to demonstrate the tools of an artist. Using cardboard boxes, he created to-scale models of his 24” Cintiq, 27” iMac, apple keyboard, magic mouse, as well as a 6’4” Wacom pen that stands just a little taller th...

Cardboard Creativity and Childhood Imagination

Canada-based children’s illustrator Derek Douglas has been visiting schools to "inspire the next generation of young artists, showing them that if you love to draw, it’s actually a real job that you could have one day".

It’s not only his message that inspires - Derek´s incredible props made out of cardboard are a fantastic way to demonstrate the tools of an artist. Using cardboard boxes, he created to-scale models of his 24” Cintiq, 27” iMac, apple keyboard, magic mouse, as well as a 6’4” Wacom pen that stands just a little taller than the artist himself!

We recently contacted Derek to ask him why he made these props, what inspired him, and what his advice would be for the next generation of creatives.


Who or what inspired you to start working as an artist?

As a child it was cartoons, children’s books and comic books... in that order.

I used to redraw my favourite characters as a way to learn, but as I got older it was my High School art teacher that saw some talent in me, who pushed me in the direction of art as a career.

Derek´s art studio and office with in the center a Wacom Cintiq 24HD

What is your favourite part of visiting schools to tell them about your job?

I love visiting schools to inspire the next generation of young artists, showing them that if you love to draw or paint, it’s actually a real career that's possible to obtain.

I believe that all students, whether they choose to become an artist or not, will benefit from learning how to develop their creative thinking. 

Derek teaching kids

Why did you decide to make a cardboard pen and Cintiq, and what has been the most memorable reaction to your props?

So many reasons! I originally created the props for a series of presentations for the Telling Tales Festival in Hamilton, Ontario because they're a great gag. Seeing me pretend to draw with a gigantic pen is just plain ol' ridiculous and fun. It gets laughs, screams, and sometimes really silly behaviour from the students (sometimes much to the chagrin of the teachers - but they love it too).

Using props are also a really good teaching tool. Rather than just explaining with words, it’s a visual demonstration that makes the concept of how I make my art easier to understand. Finally and probably most importantly, cardboard is one of the most accessible household materials that all kids can find in their own home.

By using cardboard, the goal is to appeal to children using a totally familiar medium and to inspire them to build their own sculptures and works of art at home. 

Derek´s cardboard collection

What would be your best piece of advice to aspiring artists?

1) Be dedicated
By choosing to be a professional artist, you’re choosing an extremely competitive field. Arm yourself by practicing (LOTS), learn it inside, outside, backwards and upside-down.

2) Be Bold
Find your own original voice. Truly strive be different and be yourself in your own work. A good chunk of the most successful artists are fearlessly original. Which leads me to...

3) Be fearless
don’t be afraid to take risks or to make mistakes. Mistakes are actually just lessons masked as failure.

Derek out and about

How does cardboard and sculpture fit into your illustration style?

In my illustration work, I like to explore and push the boundaries of new ideas. The first time I introduced cardboard into my work, I created a miniature cardboard diorama of a library, where I placed my hand-painted, cut-out, 2-D characters inside the set to take photos of them. See examples here.

Pushing the idea a bit further, I then explored by creating flat, 2-D illustrations that were cut out and separated, and then by layering them on top of each other, the final photograph of the work captures a 2-D, 3-D hybrid complete with shadows between the spaced out layers. See examples here

Paper Cut Paris (c) Derek Douglas

What are you currently working on? What’s next?

On top of meeting the demands of ongoing freelance contracts, like creating digital illustrations and animations for this amazing church using my 24” Cintiq.

In the off hours I’m writing and creating concept art for my own graphic novel. But my number one goal this year is to illustrate some more children’s books!


Right Side Studios

Derek has been working in the creative industry since the turn of the millennium and owns a freelance illustration company called Right Side Studios, based in Ontario, Canada.

Follow Derek on social media:

Twitter - Facebook - Instagram




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Mon, 19 Feb 2018 16:47:53 +100
How To Present Your Artwork Creatively on the Wacom Gallery http://eu.shop.wacom.eu/wacom-infochannel/how-to-present-your-artwork-creatively-on-the-wacom-gallery/1124?c=2213303 In this video, we share tips on how to present your artwork and help your portfolio get the attention it deserves. We review the portfolios of a couple artists, who have mastered how to creatively share a project. Hopefully, this will provide you with the inspiration you need ...

How to Share Your Artwork Creatively on the Wacom Gallery

Written by Kenneth Shinabery

They say that presentation is everything, this also holds true to the way we present the artwork in our portfolios.

The first impression counts

When someone clicks on a project they get a first impression to the creative process. What the viewer sees will dictate whether they continues to explore the portfolio or move on. So it is essential for an artist to determine the best way to present his or her artwork.

Explore how others present Behance projects

By exploring the Wacom Gallery on Behance, you will discover both clever and creative ways to present a project. It is important to experiment and determine the best way to showcase your artwork.

In the following video below, we share tips on how to present your artwork and help your portfolio get the attention it deserves. We review the portfolios of a couple artists, who have mastered how to creatively share a project. Hopefully, this will provide you with the inspiration you need to set up an amazing portfolio on the Wacom Gallery.


Visit the Wacom Gallery

Learn more about Steve Simpson

Learn more about Peter Jaworoski

About Kenneth Shinabery

Kenneth is a creative from New York City living in Berlin, who has spoken at conferences across Europe regarding creativity and digital presence. Having a keen eye when it comes to discovering new talent, he has curated the Wacom Gallery on Bechance since 2014.

Mon, 19 Feb 2018 15:37:22 +100
Projection Mapping: Building a Story http://eu.shop.wacom.eu/wacom-infochannel/projection-mapping-building-a-story/1123?c=2213303 The artists of Maxin10sity use projection mapping to tell compelling stories on the front of enormous government buildings, cars, museums, palaces, universities, and at light festivals around the world. They have won awards for their innovation. So, we wanted to know more abou...

Projection Mapping: Building a Story

The artists of Maxin10sity use projection mapping to tell compelling stories on the front of enormous government buildings, cars, museums, palaces, universities, and at light festivals around the world.

They are driven by passion and creativity which has won them awards for their innovation. So, we wanted to be able to inspire our Wacom community with Maxin10sity´s story. We asked them where they get inspiration from and how they go from concept to design to a fantastic lightshow.

Enjoy the read or watch the video below.

What is Projection Mapping? 

Maxin10sity creates light shows using high-class projection mapping on government buildings, cars, museums, palaces, universities, both indoors and out. The unique shapes of the buildings make it a huge challenge to paint them, but lead artist Norbert Birgany thrives off the challenge. “Maxin10sity’s work knocked me off of my feet. I found this type of digital art a new and exciting approach, where the artworks come alive, which makes the building seem alive, as well as creating a monumental atmosphere.”

We asked about some of the projects that Maxin10sity has done in the past, and which were the most challenging or the most fun. “We have done a monumental (at that time world record breaking) mapping for the Facade of the Parliament of Romania. It was about 25.000m2 with 104pcs 20.000 ANSI projectors used at the same time,” he told us, but Birgany has his own personal favourite. “I am really keen on Ancient Greek Mythology, therefore I was so incredibly happy when I got to work on the Legacy show in Karlsruhe.”

At many of the events that Maxin10sity projects lightshows, the company is also the art director or curator of a whole event which gives full responsibility on the artistic part of it. 

How does Wacom fit into this?

“I got to know Wacom tools around 2010 when I dived into the mystery of digital art using a first generation Bamboo small,” Birgany explained. “I changed it to the large Intuos Pro the moment that I was comfortable with digital painting. With the Wacom Cintiq, doors were opened to new possibilities, and I started to establish my own little world. It offers me infinite opportunities during the creation process.”

Part of the process for creating the lightshows involves using a 3D rendering of the building they will project on, which Birgany uses to design the images and animations. During the design process, he needs to make sure that the images tell the story that Maxin10sity wants, as well as using the quirks of the building to their full potential.

It’s challenging work, and he relies on his tools to ensure that the project is a success. “Our show for the iconic TV Tower in Berlin is a great example, as in one scene we “built” a fairytale Castle Tower through digital painting. The aspect ratio and the fact that I could physically rotate the Cintiq really eased the process.”

Huge Milestones 

Two of Maxin10sity’s largest milestones were working with Audi on the Audi Late Light Show and being invited to create shows at Karlsruhe for three years running.

The Audi Late Light Show aimed to express Audi’s gratefulness towards its employees and the habitants of Ingolstadt for making the creation of the new Audi A5 Coupe happen. This 10-minute-long show lit up the 2,300-square-meters Audi Forum building by using 35 pieces of 40,000 ANSI lumen projectors. The event won many awards, and was even honored as the Most InAVative Live Event at the InAVation Awards in Amsterdam 2017.

"Working for Audi AG in 2016 is among the most enormous projects we have created."

There are huge milestones connected to Karlsruhe because of being able to create breathtaking shows. Initially, they worked on the 300th Anniversary of Karlsruhe in 2015, but this was followed by a fantastic show in 2016 in collaboration with the Badisches Landesmuseum with the title of ‘Legacy’, and most recently a show called Structures of Life in 2017. 

For the show ‘Legacy’ in 2016, Birgany got to work with one of his favourite themes, ancient Greek Mythology. “I had to create a Greek vase from the building, which was a bit difficult to be honest, because I had to consider all the little elements, details of the given building instead of treating it as a flat canvas, in order to have the painting visible.
Obviously, I had high expectations regarding this part, so all the great opportunities of the Cintiq were extremely useful. I really like that with the Cintiq I can add my unique approach, my individuality by having my own little lights, brushes, textures, etc., in brief my style.”

Timeless Tales 

Maxin10sity debuted in the US at LUMA Light Festival 2017 in Binghamton, NY, where Birgany’s work was projected onto the façade of the historic treasure Carnegie Library. The animation was based on the title Timeless Tales, and aimed to remind adults of long-forgotten fairy tales by evoking their childhood, while introducing the epic stories to the new generation. 

Birgany worked together with other creative artists to bring the show to life. “I adored painting the Gingerbread House (from Hansel and Gretel), the scene from Aladdin and also creating the Little Mermaid’s mystical underwater world in my style.” The stories of Little Red Riding Hood, Alice in Wonderland, Sleeping Beauty and the Snow Queen also appeared in the show. 

Timeless Tales - Building Projection for LUMA Festival Binghamton by Maxin10sity

"We started the entire process from sketches, then after completing the concept moods, the entire work could start. From this point András Sass, the creative director, and László Czigány, the Art Director gave me space to create it on my own.

When it comes to this point, I sit in front of Cintiq, grab the pen and the essential headset/ headphones so this way I can focus from the first stroke till the finish. The pen gives such a natural feeling, which I really need since I'm coming from the traditional world and I also still create this type of traditional art. It can make the creation process so enjoyable that you don’t even realize you’re working.”

Approaching the show from technical point of view: it’s based on digitally painted 2D pictures using Wacom Cintiq and Intuos Pro tablets that are amplified with 3D effects, and the projection was made all the more vivid by animating certain parts so each scene results in a fantastic animation.

Any tips for aspiring artists?

“I’m a perfectionist, which can be a disadvantage in most cases, I know. I can drive people aroundme crazy by this, but I believe in art there is a need for that. Demanding artwork cannot be established without perfectionism. Although, of course there should be a limit... you need to know the point when it is really finished. But I still have so many things to learn within the world of digital art and projection mapping.”

Places projected

iMapp 555 - Bucharest Parliament - 20/09/2014

Palace of Karlsruhe - Legacy - 07/08/2016

Projection Mapping on Bolshoi Theatre - 27/09/2015
2015 Art Vision Projection Mapping Competition as part of the annual Circle of Light Moscow International Festival.

HAILstorm! - Projection Mapping on Rackham Building - 27/10/2017
Maxin10sity made the final act of the Bicentennial celebrations of the prestigious University of Michigan in Ann Arbor, MI, USA

Palace of Karlsruhe - Structures of Life - 02/08/2017

FINA Budapest 2017 World Championship Opening Ceremony Projection Mapping on Buda Castle - 14/07/2017 (Hungary)

Projection Mapping on National Museum of Art Bucharest - 01/05/2017

About Maxin10sity

The company Maxin10sity was established in 2014 by multi-award winner 3D mapping artists: László Czigány and Andras Sass together with internationally experienced sales specialist: Tamás Vaspöri.

The creation of Maxin10sity is a result of passion and intensity. Passion for projection mapping and an intense desire to find new forms of creative design. Maximum intensity in artistic ideas, modern technology, award-winning expertise and international business.

Follow Maxin10sity

Portfolio - Youtube - Vimeo - Twitter - Facebook - Instagram 


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Mon, 19 Feb 2018 13:25:00 +100
GAIN EXPOSURE | Join the Wacom Gallery on Behance http://eu.shop.wacom.eu/wacom-infochannel/gain-exposure-join-the-wacom-gallery-on-behance/1122?c=2213303 If you are searching for inspiration or want to be discovered, then the Wacom Gallery is the place for you!


Written by Kenneth Shinabery

If you are searching for inspiration or want to be discovered, then the Wacom Gallery is the place for you!

What Is The Wacom Gallery?

The Wacom Gallery is a curated gallery hosted on the Behance network where you can showcase your artwork and be discovered.  Every day we feature new and brilliant artists on the front page of the gallery that can help to stimulate and fuel your creativity.

You can also search the gallery to discover other creatives in various fields, including illustration, photography, packaging design, animation, fashion design and more.

Joining The Wacom Gallery

Becoming a member of the Wacom Gallery is very easy and 100% FREE!
There are two ways to join:  

1) If you are already a member of Behance, then log into your Behance account with your Adobe ID and clicking here.

Scroll down until you see the Wacom Gallery. Then simply click the join button. This will attach your Behance Portfolio to the Wacom Gallery. It’s that simple!

2) Another way to join is to visit the Wacom Gallery.

Once there you will see a tab entitled “Sign Up & Showcase Your Work.” After clicking the tab, you will be prompted to create a FREE Adobe ID. Next, you create a profile and then you can begin to build your online portfolio.

If you already have an Adobe ID simply follow the instructions and you will be well on your way to creating an amazing portfolio.


We feature new and innovative artists daily on the front page of the gallery. This is a great way for your artwork to gain more exposure!

Each project that is added to the Wacom Gallery gets reviewed to select innovative artists to showcase.  Every project has the potential to be featured. Our criteria includes quality, originality, presentation of the artwork, and the over all look/ design.

In an upcoming article, we will share a few tips on how to create a stunning project that could lead to your work being featured on the front page of the Wacom Gallery.

In the meantime, here are a few tips:

1) Share the story behind your project.
Write a paragraph or two about how and why you were inspired to create your project.

2) Share your process.
There are several ways this can be done. It can be interesting for the curator of the Wacom Gallery and viewers of your work to learn more about the steps that you took to achieve the final creation.

3) Share close-ups.
If your work is detailed, then share close-ups of various areas so that viewers can see how much time you put into creating a certain piece of artwork.

4) Share a video or animated gif.
Creating a time lapse video or an animated gif showing how a project evolved can be highly intriguing. 

5) Finally, be authentic and genuine.
A good rule of thumb is to stay true to yourself.


We’re looking forward to seeing your work on the Wacom Gallery, so join today!


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Fri, 26 Jan 2018 12:36:22 +100