
Worldbuilding / Obojima
Obojima: designing a fantasy city that feels lived in
Inside Yatamon’s illustrated streets: graffiti, a swordfish submarine with a furnished interior, and a creature that begins with a cooking pot.
Read the story ↗Digital painting, concept art and the tools shaping creative work.

Inside Yatamon’s illustrated streets: graffiti, a swordfish submarine with a furnished interior, and a creature that begins with a cooking pot.

A focused MAX 2026 viewing guide: the scheduled Photoshop session, what an editable workflow should preserve, and where AI fits in the advertised programme.

Moneypenny’s overlooking office, Q’s furnished workbench and Patrick Gibson’s likeness: specific design decisions from IO Interactive’s artists.

From Thibault Leclercq’s Prue studies to the drawings and miniature of her house: following Wildwood’s artwork into physical production.

Carlos Huante’s early creature studies, James Watkins’s account of seventeen iterations, and the architecture designed to make Gotham oppressive.

A 460-image design compendium, characters that influenced the story, and the practical limits of Castle Grayskull: Guy Hendrix Dyas’s production account.

How Blender’s artists arranged the cockpit around the characters, used paintovers during lighting, and finished the poster in Krita.

Einar’s scavenged arm and possessions, Hjalti Hjalmarsson’s tightly limited previs, and Simon Thommes’s production materials give Charge a specific design logic.

David Revoy's published Spring paintings show how environments, characters and story development meet before a film is finished.

A practical introduction to frame-by-frame animation: keyframes, holds, onion skins and a manageable first exercise.

Matias Mendiola's documented workflow shows how rough drawings, simple meshes and a camera can help solve an environment together.

Clarity, Dehaze and Grain are now editable adjustment layers. For painters, the interesting question is where to leave an image alone.

A short, repeatable brush test explains why some strokes build smoothly and others leave unexpected bands.

Keep character colors inside a silhouette, revise edges and avoid repainting the same boundary every time.

Two paintings of Rouen Cathedral offer a practical starting point for designing lighting variations without redesigning the scene.

Apollo imagery offers more than a science-fiction mood board. Look for scale, function, material changes and the evidence behind each shape.

Lucasfilm's artists explain how real brushstrokes, local painting studies and a carefully mapped city shaped Maul – Shadow Lord.

The 5.3.4 update adds a practical finishing step for tablet painters, alongside recorder and interface fixes.

A closer look at the storyboarding workflow introduced in Blender 5.0—and why a painting student might care.

Caracas Animada’s fifth edition connects illustration, emerging projects and an animation community looking beyond the finished image.

A closer look at the gestures, props and crowded compositions in Ramón Núñez’s art, with the publisher’s previews, interview and book links.

A closer look at Ramón Núñez’s timed painting workspace, its sharing tools, and his advice on practice and honest review.

URef brings references, notes and creative connections into a shared workspace.
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Lessons and demonstrations from Jesus Conde.
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