I put this list here partially in order to put pressure on myself to actually commit to finishing these.
Okay, for some artwork I've noticed I've been writing really long 'summaries' for, since I want to cram in lots of little infos abou how I made it. So, to keep from making the summary a lengthly mess, I've decided to put them in journals instead.
This one's the first, for this year's Christmas pic, I Felt Sorry You're Adopted.
Artist's Notes
A quick aside: I only realised after I posted the pic that the date I'd posted it on was four months to the day after Christmas Eve, and only a few days after the first anniversary of Portal 2.
Specs
This is the highest resolution image I've ever done - the dimensions of the image, before cropping and resizing, weigh in at 5650x3650. Because of the size and number of layers I had, my computer had trouble keeping track of all the data in memory (it didn't slow down, but some... odd things started happening.) Since then, I've doubled my RAM to 2GB, so that shouldn't be a problem.
Changes from the original sketch
First off, I drew all the panels freehand with the mouse, with the help of a grid and guidelines for the slopes. The panels in the origial sketch were inconsistant and uneven mainly because I'd only drawn them in to get an idea of how it would look.
Wheatley and Pleakley were both redrawn almost entirely - with Wheatley it was everything but his outer outline and his handlebars, while with Pleakley it was everything from the neck down. In Wheatley's case, it was because I'd sketched him from memory, and as it turns out my memory sucks. And in Pleakley's case, I realised that I'd been drawing his clothes wrong for years! In boh cases, I grabbed a ref and redrew the parts that needed redrawing.
I had to completely redraw the the Aperture Science Core Removal Pit®, mainly because I suck at drawing ovals freehand. For that I used some guide...ovals, I guess, while referring to the ref.
Lastly, Lilo got new feet, so to speak. Originally she was barefoot, and her feet were sloped downwards and pointing left. I realised that this clashed with the perspective elsewhere in the room, so I redrew them - with sandals, for good measure.
Art Issues
Originally I was going to shade the L&S characters, but I had trouble shading it in a way that looked good to me, so I decided to turn it off in the final pic. (The last month was alternating between havng a crack at the shading and... er, long bouts of procastination. If I'd forgone trying to shade it, I probably would have been able to release it in March.) Being under a spotlight means they have a valid excuse, anyway!
Initially I wanted it to be obvious that Pleakley was shivering at the sight of GLaDOS, but I didn't thinkhis shiver-lines worked too well with the piece so I turned them off as well. I might post the shivering version in my scraps later on.
Annoyingly, after I'd finished painting GLaDOS, my art program crashed, and the autosave file was corrupted, which meant I had to paint her all over again. It also happened again after I painted the panels!
Refs
For the layout of the Central AI Chamber, I used this image from the Half-Life wiki. The colour scheme and position of the plates were inspired by an image similar to this one of Chell standing before GLaDOS (the actual one I used I can't seem to find anymore. )
All of the characters were sketched from memory, but for two I used refs to help redraw them in the lineart stage:
Wheatley, from the Half-Life wiki.
Pleakley, from Magic Ears. (I actually used a much lower res version of this image from another website when I actually drew it, but today I tried searching for it on Bing just on the offchance I'd find the original. While it did bring up the small one, the More Sizes feature brought up the link above - something Google's More Sizes feature had not, oddly enough.)