Fun with digital illustration

Hello there, I had a bit of fun with making this nice illustrations for a client in Italy. I like the colours i choose for the backgrounds and the confetti in second one, i think the ones on the floor are a nice touch. Still trying to improve my skills with gradients and shadows every day.. long way to go!!  I also like the ballon, I think its outer shadow is clean.




Hey there, this is my new project about drawing all the characters of LOST in digital painting.

here below the gallery. Design by Giuseppe Licata – follow @captgrant on instagram


Lost is an American television drama series that originally aired on the American Broadcasting Company (ABC) from September 22, 2004, to May 23, 2010, over six seasons, comprising a total of 121 episodes. Lost is a drama series containing elements of science fiction and the supernatural. It follows the survivors of the crash of a commercial passenger jet, flying between Sydney and Los Angeles, on a mysterious tropical island somewhere in the South Pacific Ocean. The story is told in a heavily serialized manner. Episodes typically feature a primary storyline set on the island, augmented by flashback or flashforward sequences which provide additional insight into the involved character(s).

Lost was created by Jeffrey Lieber, J. J. Abrams and Damon Lindelof, who share story-writing credits for the pilot episode, which Abrams directed. Throughout the show’s run, Lindelof and Carlton Cuse served as showrunners and head writers, working together with a large number of other executive producers and writers. Due to its large ensemble cast and the cost of filming primarily on location in Oahu, Hawaii, the series was one of the most expensive on television, with the pilot alone costing over $14 million.[1] The fictional universe and mythology of Lost are expanded upon by a number of related media, most importantly, a series of short mini-episodes called Missing Pieces, and a 12-minute epilogue titled “The New Man in Charge.”

Having achieved both wide acclaim and commercial success throughout its original run, Lost has been consistently ranked by critics as one of the greatest television dramas of all time.[2] The first season garnered an estimated average of 16 million viewers per episode on ABC.[3] During its sixth and final season, the show averaged over 11 million U.S. viewers per episode. Lost was the recipient of hundreds of industry award nominations throughout its run and won numerous of these awards, including the Emmy Award for Outstanding Drama Series in 2005,[4] Best American Import at the British Academy Television Awards in 2005, the Golden Globe Award for Best Drama in 2006, and a Screen Actors Guild Award for Outstanding Ensemble in a Drama Series. Users of Pro gave Lost the highest average ranking for any television series during the first ten years (2002–2012) of that website’s operation.[5]


Simple Rig in Maya

Watch the video for a quick tour

What do i do for a good rig?

As my teacher and mentor Maks Naporowski said, in order to do something really good, you  have to make the same thing again and again, and again, and of course you have to do it in the right way.

Why do i like rig?

I like it because you can only do it good or bad; no half measures for it.

First of all i don’t use any external tool to make my skeleton.

Drawing my skeleton with the right number of joints instead of use something that already exist arranged for my model, is always better.

I draw bones one by one starting from the legs and the arms, assigning their names and parenting the joints in order to have the right Hierarchy with a pelvic bone that allow me to move my model into the World space.

After naming, parenting, and of course orienting my joints properly, i add Ik’s.

Inverse Kinematics is really useful and efficient for any legs or arms. I just add Ik’s and create pole vectors in order to orient my elbows and my kneews.

After “Grouping” my ik’s properly, and create my Controls with Set Driven Keys, i add Advanced Controls.

(Freeze transformation is a must. Everything’s always to “0” to the Idle pose of my Character.

I always work with Levels so is easier for the Animator to hide what he wants and i add limitations in the attribute editor as well.

Of course i add custom attributes in order to have some nice controls such as Open The Mouth or Close The Hand, etc, with custom values.

I want to make life easier for animators; they have to see only what they have to use in order to animate the character.

Once i have a good skeleton with good controls, I start to do some facial rig; Always using simple deformers and play with Set driven Keys and custom attributes, nothing really complex, for this kind of model.

After that i attach the model into the skeleton and I enjoy the Skin Weights Tool.