Software: Corel Painter 11, Adobe PhotoShop CS2, Illustrator CS5
Hardware: Mac Pro 2.66GHz Dual-Core Xeon x2, memory 8GB, WACOM Intuos4 PTK-640, Mac OS X Snow Leopard (ver.10.6.8)

This is the cover illustration I drew for the 8th volume of refurbished GUNNM LO, officially titled GUNNM LastOrder NEW EDITION from Kodansha.

The character for the 8th volume is Zekka.
Zekka's dreadlocks would be very tough to express if I depicted a full of detail.
In order to avoid it, I set him rightward composition.

I have drawn Zekka in color once for the 13th volume of Shueisha version GUNNM LO.
Because its setup was a stage by the fictitious band Karate Metal, it was quite difficult to express original textures and tones with intense lighting of a primary colors.
This time I got a chance to draw "textures like ivory", which is the image for Zekka's Fizziroy Body, in normal light...

Of course I don't have any real ivory work at hand, I searched the web, as usual in trouble, for images of ivory work but couldn't find them with high resolution which show the semi-translucent touch of ivory, probably because ivory is regulated.
I struggled to express his skin tone, which I am not satisfied with, though.
For the expression of semi-transparent look, which is called subsurface scattering in the 3DCG world, you have to use colors to express the ordinary light and shadow, peculiar colors, environment light and catoptric light, and then the fourth element of "penetration light."
It is easier to draw when an object has a thin form where light was readily transparent, but if I drew easily Zekka's body with bulging muscles semi-transparent, "a full-of-flesh look" might fade, and that's why I had a hard time.
It seems that I'm still not sufficiently trained...

GUNNM LastOrder CG