View Full Version : Carotello's Mentoring Thread *Class Full*
carotello
March 24th, 2008, 07:15 PM
Johannes, Nick, and Jason, Welcome to our Mentoring Thread!
For the sake of the lurkers who might want to follow, and for the sake of my horrible memory, please introduce yourselves, and give me a brief summary of what your would like to work on with me.
Include a piece that you have painted, that you feel is a good starting point for you, and we can all discuss within the next week where you would like to take it.
If you don't feel you have a piece that is a good starting point for your next portfolio section, then please describe specifically what you would like to address in the next month, for instance: "I would like to add some sci-fi pieces to my portfolio, so I will be working on a set for a ship. My goal is to have three interior sets, one mood piece of the exterior, and one model packet for the ship itself ".
Also include three or four reference pieces/photos/concepts that will serve as your inspiration for this next series.
I am busy with work most of the time, but I will do my best to work alongside you guys, for the sake of my own portfolio, so you can have a reference point.
I am looking forward to getting this thing started! :yayca:
hmnres
March 25th, 2008, 02:11 PM
-Nick-
i live in san francisco and am studying ...concept design! my personal project for the next year approximately, is to visualize a story i co-created. the plot is somewhat convoluted but involves a gunslinger from 1875 (louisiana) who is pulled into the future where he must rediscover his identity and role in an alien environment inhabited by humans and robots alike. recently i have been focusing on character design, but environment is my weakness. i would like to develop thumbnails of this massive, vertically oriented metropolis ( the city isnt spread out so much as it is spread up) and establish a visual style that can be carried inside these structures. im thinking 3 letterbox exterior mood pieces, one interior 'throneroom' and a few architectural style studies, time permitting ....color, value, scale, etc...i will try to use all of these to create a delicious and convincing environment for my story! ...i love akira, so the city may be influenced by neo-tokyo..and the 5th element.
check out some samples at steadyleft (http://www.steadyleft.com)
examples:
http://www.neotokyo.com.mx/wp-content/uploads/2007/10/akira01221.jpg
http://features.cgsociety.org/stories/2005_02/eric_hanson/EH_img4.jpg
carotello
March 25th, 2008, 10:33 PM
-Nick-
my personal project for the next year approximately, is to visualize a story i co-created. the plot is somewhat convoluted but involves a gunslinger from 1875 (louisiana) who is pulled into the future where he must rediscover his identity and role in an alien environment inhabited by humans and robots alike. recently i have been focusing on character design, but environment is my weakness. i would like to develop thumbnails of this massive, vertically oriented metropolis ( the city isnt spread out so much as it is spread up) and establish a visual style that can be carried inside these structures. im thinking 3 letterbox exterior mood pieces, one interior 'throneroom' and a few architectural style studies, time permitting ....color, value, scale, etc...i will try to use all of these to create a delicious and convincing environment for my story! ...i love akira, so the city may be influenced by neo-tokyo..and the 5th element.
Excellent! I like the words delicious and convincing.
I think the exterior mood pieces are a good place to start, and I would suggest you begin by loose quick studies/thumbnails. I encourage to study color, light and the overall mood in these. Don't get too hung up on specifics yet, just try to find a few comps that work with these elements.
I am attaching some examples from something I did a while ago, just to show you what I mean.
These are probably more finished and detailed than what you should start with.
When doing these, try focusing this way:
-explore specific elements you are interested in. You speak of verticality, and massive elements. These will probably come from your choices in perspective and composition.
-Don't get hung up in color if this is an issue. Start in black and white and work from that.
-Don't limit yourself. Really spend the time to do a ton of these. At this point, you are looking for inspiration and direction. Narrow down as you go along.
-Try not to spend more than an hour on each one. Keep moving.
-Use whatever means to accomplish these little thumbs. If painting isn't working, try collaging something together, or using photo manipulation and then painting over. Don't limit yourself.
Let's all try to include credits where credits are due. Please mention where your references came from, if anything in case we are curious to look for more of the same.
This is very exciting, Nick, I am looking forward to seeing what you come up with. Let me know your timeline goals for this.
jason01
March 26th, 2008, 03:19 AM
Hi - My name is Jason - I live in the San Francisco East Bay. I am working on a number of styles. My project is "Little Red Riding Hood" - done in a few different styles. I'm trying to work on environments. I was going for a realistic woods scene (a scary, foreboding one), but maybe I need to make 3 woods scenes. One that's done really finished and two others that are rougher - I want one to be cheerful (when she enters the woods) and one to be scary (further in) and maybe one that's scary broken by a cheerful grandma's house.
I don't know - is it better to have more and a variety (variations on a theme) or to put all my efforts into one picture (and keep track of the process)?
My pictures - here are my woods so far - some sketches that I've done
the reference pictures - I don't remember where I got all of them - but the middle two are Paul Lasaine and the bottom one is from the Skillful Huntsman book by DSP and art center students
I like what you've said to Nick - I will try to use that advice and apply it to mine - but any specific advice on my piece would be great.
as far as my timeline goals - I want to make progress on this this week. I recognize that I will have to start over - so roughs this week - those hour long drawings that you mentioned. then next week flesh one out. Since this is going to be shown in Stephen's class - I have time to work on it.
carotello
March 26th, 2008, 05:15 PM
Excellent, Jason. I really like the Skillful Huntsman book too, and it is a great reference book for what concept art for games is, and the creative process you can follow.
I like your little thumbs, this is exactly the quick kind of thing I like to start with. I suggest you keep composition in mind, and also one really strong focal point. In games in particular, it's useful to indicate a "path" the "player" or viewer should follow, whether it's by using light, lines, color or a combination of it all. For example, with color, imagine a cold blue winter scene, where there is a red brick road with a warm orange light at the end of it.
Or a forest path where the shadows frame your objective. This is present very strongly in all of your reference images, and it is a very useful tool to use both in concept and in illustration.
Looking forward to see more work from you.
-C
louis cypher
March 27th, 2008, 03:41 PM
Hi, this is Johannes.
Currently a student living in San Francisco. Iīm working on my final thesis which is conceptual artwork for my own sci-fi story. Iīm treating this as realistic design for game or even film. If interested I can sum up the storyline.
I would like to use this opportunity to work on environments. They would mostly be related to my sci-fi project but might drop in a few unrelated ones. Iīm hoping this might get me into the right direction since Iīve regretfully never really done plane environment pieces.
First two sketches Iīm showing here I didnīt do related to my thesis. The inspirational pieces are however sci-fi environments since I will try to come up with the right atmosphere and look for my story. The environments for my thesis will be mostly machine built interiors. These examples are very close to what I hope to achieve (the first two on the right are by Alex Ruiz I believe, but donīt know by whom the last one is).
-J-
hmnres
March 27th, 2008, 07:52 PM
hey caro and dudes
pretty excited to get on this. today i watched feng zhus dvd about robots and environments... i highly recommend it. im planning on posting sporadically every week, unless you all prefer a certain day/time. i like how convenient this forum is rather than printing out stuff at kinkos and traveling across town. anyways, i think we're all going to learn a lot from this. thanks caro!
jason01
March 28th, 2008, 06:46 PM
I liked what you said about taking pictures - collaging and painting over - it really helps to get something out fast - and the colors and lighting is there already. So is the perspective. Unless I change it.
someone suggested that I go for a high angle viewpoint while Red is walking through the woods to give it a more ominous feel.
I have done a few woods, but also some underwater and southwestern - I also did a city scape because I need to get a range and I wanted a break from woods. any thoughts?
the photos below the sketches are what I painted over or collaged.
jason01
March 31st, 2008, 02:05 PM
here are a couple more ideas --
the first is a huge victorian room - the wolf is waiting on the other side - red is coming into the room - the lights are off. should I do a "lights on" version and a "lights off" version? Stephen encouraged me to try this angle - like we're coming through the door - puts us in little red's shoes.
then the other is the woods -
I've been trying to make more interesting environments - not just flat - the trashy ocean is better, the Southwest is more interesting, and china (grandma's house) is interesting - - I also started using a 2.35:1 aspect ratio (which I picked up from Ryan Church). of course, I'm always needing help to push things and get them refined .
carotello
April 4th, 2008, 12:17 AM
Hey Jason, hey guys.
First of all, I apologize for the week's/plus silence.
Now, to get to the meat of it. Jason, those are great, they are exactly the kind of quick mini-painting I was talking about, to start getting some ideas down.
My main crit has to do with color/value/atmospheric perspective.
That is the one drawback of using photo paintovers/collage to start off, is that if you rely on them solely, your images might look a little dead in the end.
The first thing I think you should be concerned with is value. I took the liberty to paintover your image, to explain these points I will be making.
I turned the original image into a black and white picture, to see how the values are working. If you find yourself struggling with color, then start off these thumbs with value only.
Ideally, you want the highest contrast to happen in the area of your focal point. The eye will instantly travel there, so take advantage of this little trick.
In the third image I went ahead and punched up the values, not only to highlight my focal point, but also to convey atmospheric perspective. As things get farther away they become less contrasty, and also less saturated (when you are dealing with color). These "rules" should already be addressed in your little thumbs, because it will help you tons convey a mood, which is key in a concept piece.
So now there is sort of a highlighted clearing where little red will probably walk through. Then I went ahead, and added some color through a
1) photoshop color layer
2) an overlay of cool and warm,
3) I painted some color over little red, and some of the ground, to convey some sun light filtering through the foliage above. It just makes the image more interesting and it points the way to your focal point.
I encourage you to apply this treatment to all your thumbs, and to start exploring one area more focused. For instance, you have a forest shot, where little red will be walking through. Explore how many different ways you could show this instance, and how through atmospheric perspective, and lighting you can arrive to the most appealing and moody one.
carotello
April 4th, 2008, 12:55 AM
Ok, Jason, this is in reply to your second post.
I am not sure how Stephen is having you guys structure your assignments, but I would suggest you focus on one environment and style at a time. This way you can get the most mileage and at the same time really get to explore the process to its full extent.
I think what you have the most at the moment is the little red riding hood walking through the forest scene. I really dig some of the comps you have, so I think you should maybe polish these up a little bit for your portfolio and then maybe move onto a finish. Organic environments can be more challenging than you think, and I think we can get some portfolio mileage out of this one instance.
I love the image of the wolf in the foreground and above little red. I previously walked you through some steps to punch these up, so maybe you should do that to these also.
Now, to give you a crit on the victorian room as well. I think it's an ok angle to explore. I think it might be a little more interesting if it was still at eye level, from her perspective, but in two point perspective. The room also seems VAST. Victorian architecture has one awesome characteristic in its interiors: high but small. The ceilings are super high, but the rooms are hardly ever more then 20 feet by 20 feet. I used to live in a 1900s Victorian, so I'm well acquainted with them. How about exploring that angle? It might also emphasize the feeling of small and helpless little red probably feels in the story when she enters the creepy dark room.
If you don't feel comfortable with 3 point perspective yet, I like to use a modified 2 point perspective, which is basically like one point, but I add a vanishing point that is above the scene, and that gives me a feel of verticality through distortion. If used with subtlety, it can have a great effect.
Here are two little grids to explain how this perspective works, in case you are not familiar:
louis cypher
April 6th, 2008, 01:40 AM
Hey everybody,
To begin with, good stuff Jason! You really are exploring so many different directions in environments and genres. Look forward to seeing more.
So, I started working on some ideas for my sci-fi environments and decided to just explore a little with simple b/w thumbs.
As for my schedule, I will probably be able to post every two weeks until the end of this semester (which is not so long now) but will then intensify my environment work. Might also drop in some of my character work from Stephens class. Anyway, fire away!
As I think I mentioned before these are all interiors in a massive machine created complex.
jason01
April 6th, 2008, 11:45 AM
Johannes - those environments look really good. The only thing is - they look pretty standard sci-fi . I don't know if you wanted to push it - if your robots are getting funky - maybe you'd want to do the same with the environments.
here is some frank gehry architecture
http://myhero.com/images/guest/g7475/hero7742/g7475_u4530_dgbank.jpg
http://www.robjagnow.com/travel/prague05/images/CzechRepublic048.jpg
http://www.hotelchatter.com/files/admin/marquis_de_riscal.jpg
and some others
http://www.e-margaux.com/en/gallery/the-wave/images/the_wave.jpg
slot canyons
http://www.bobestrin.com/gallery/fgallery2-1.jpg
http://www.wildnatureimages.com/A%20to%20C3000/ANTELOPE-SLOT-CANYON-V3..jpg
louis cypher
April 6th, 2008, 11:13 PM
thanks for the comment and inspiration. You are right, I want to push it further and take it into some level of extremes but still keeping it a world that people can exist in. guess I have to break away from my logic based thinking and go a little more wild on this.
carotello
April 7th, 2008, 12:33 AM
Johannes, those are great starts, and while Jason is probably right that they are "standard", at this point in the process is not really a big deal yet. You are just generating ideas, so anything goes.
The first thumb, I really dig the comp and also the amount of elements in it are probably good for exploring a little more, thinking what you can detail afterwards. Your little people are pointing at that main tower on the left, and so are the machines, which might be overkill. Maybe the people should be smaller? Since it's all about the environment, they should be there just for scale, not so much as characters yet?
The second and third are good iterations to explore the same idea with a few different shapes. Keep in mind the following: straight, angular lines are a little more "aggresive" than circular shapes. So, depending on what you are trying to convey these are things to keep in mind. Overall, the thing to remember about shapes is the following:
triangles, and diagonal lines are usually perceived by the human mind as "threatening"
Vertical lines are a little less so, and horizontal lines are consider even more peaceful yet.
Circular shapes are normally also non-threatening.
It sounds psychotic but I I have to give Marc Andrews from Pixar credit for that bit of visual psychology.
I love the look of the floating "droid" in the second and third images too. He looks pretty benign though. If this was your intention, then well accomplished. Watch out for that tangent of where its head meets the bridge in the background. As long as the bridge remains lighter and pushed back, I think you can get away with it. Again, same suggestion, maybe making the character even smaller will add impact to your image. Massive architecture is always more impressive, also remember these are just thumbs.
The final image I'd say doesn't score as many points for information as it does for mood. Definitely keep it around, but i'd say if this is going to be a concept piece, something more should be going on in the environment. Right now it's a beautiful illustration idea.
Awesome job, man! I am impressed. Keep them coming, you guys, and remember that you should have tons of these. I'm not gonna be happy with just four if I am reviewing a portfolio.
You should save all of these. These all have a small place in your portfolio.
hmnres
April 7th, 2008, 01:08 PM
heres a cool resource for architecture and cityscapes:
http://bldgblog.blogspot.com/
hmnres
April 7th, 2008, 01:31 PM
this guy just blew my mind. his environments are completely refreshing from what i have been thinking about recently...and hes old school!
http://lebbeuswoods.net/
jason01
April 7th, 2008, 06:48 PM
now that you mention the diagonal, circle and vertical and horizontal effects on us - I remember learning that - I just need to hear it a few more times before it really sinks in, I guess.
I've worked a bit on some pieces - I've been working on livening up the pieces - I take 'em down to black and white and then work on them in value. That piece you showed of little red from above - the way it came alive - it blew my mind.
also - I tried a 2 point vertical - not there yet - but wanted to show that it's working - maybe a little too steep.
oh yeah - thanks Nick - those websites are sweet.
hmnres
April 9th, 2008, 02:18 AM
this is a thumb im doing for a friend. maybe this is too refined for thumb status...maybe 1 hour. jason gave me this great book today on lebbeus woods...thanks man, its out of this world and sure to inspire my city!
jason01
April 9th, 2008, 12:54 PM
nice! feels like a cannibal island. it is a bit heavy on the right side, though. The ruin leads me right and the skull keeps me there.but other than that I really like it. such a great mood.
louis cypher
April 10th, 2008, 01:21 PM
good start! I see a lot of possibilities in this one and just those ruins and the scull tell a lot of story. One idea Iīm putting just out there - I see there is water around the statue so why donīt you have the head partly submerged. It should still be easily recognizable as what it is but could add a little sth to it.
jason01
April 10th, 2008, 06:04 PM
I just wanted to show you what I've been working on in another class - I thought it had book depth and mood.
jason01
April 12th, 2008, 03:11 PM
here's an updated page of thumbnails
carotello
April 21st, 2008, 06:51 PM
Hey guys. For some reason conceptart.org stopped notifying me when someone posts here. I am not sure why, but now I am ashamed I haven't posted in so long. I can tell you all about it some other time, but my life is a little nuts right now. No excuses, but a big apology.
I will now post some comments and some new challenges.
carotello
April 21st, 2008, 06:54 PM
Nick, that was an awesome link.
Here is another awesome link with the work of a local artist, Paul Madonna. GREAT MOOD with very little color.
http://www.sfgate.com/columnists/madonna/archive/
carotello
April 21st, 2008, 06:57 PM
this is a thumb im doing for a friend. maybe this is too refined for thumb status...maybe 1 hour. jason gave me this great book today on lebbeus woods...thanks man, its out of this world and sure to inspire my city!
Not too refined for thumb. Just too lonely for a thumb.
Remember, thumbs are all about quick exploration. If it took you an hour, then try to have more. Try different compositions, different light. See how a tilted horizon line (dutch angle) affects the mood of the image. Try a secondary light source...maybe a torch inside the cave?
Keep them small, and use wide strokes and think values. I have been intending to post some thumbs I have made for you guys, and I think I will try to get to that tonight. So I can show you instead of tell you.
Good job, can't wait to see more.
carotello
April 21st, 2008, 07:01 PM
I just wanted to show you what I've been working on in another class - I thought it had book depth and mood.
Jason, I really like this Illustration, and I hope that if you want to create a concept portfolio you can have maybe two or three more of this type of pieces, utilizing either the same set, or the same set of characters. That will in turn give you the chance to concept out each character, and the set itself, and that would be a great concept package, and a strong portion of your portfolio.
I hope you can do something like this with your thumbs. They are looking great, and I think you should be ready to explore at least one of these environments a little further.
carotello
April 21st, 2008, 07:13 PM
here's an updated page of thumbnails
Hey Jason, so I went ahead and numbered these for easy identification. Most art directors will want things numbered so they can easily refer to each.
Right now, I think you have at least two sets in the works here.
I'd say the one that you probably can figure out fairly easily is little red. I'd go with thumbs 2, 4, 6, 7.
My suggestion/assignment (if you want to do it, as always these things are entirely up to you, since it's your portfolio):
If this was a more complex set, i would suggest more thumbs, but I think you have enough here to get an idea.
-Do a more finished concept piece of one of your thumbs or a new "shot" of this particular moment (little red being watched by the wolf). Make it nice like the Illustration you posted from the other class.
-Do a isometric layout of the set, something a modeler could easily build. Let me know if you have any questions as to how to accomplish this.
-Do maybe a sheet of tree studies. What trees are there in this forest? What ground textures?
-Do lighting studies. Forest at night, forest in the morning, forest in the afternoon, forest in the fog, forest in a sunny day. Options are endless.
-Explore the characters of Little Red and the Wolf. You can go as far as even doing a character sheet for each. Same process: thumb sketches/silouettes, a more finished concept, an ortho, some expression paintings even.
These are the many things you can do with a simple set like this. The idea is to exhaust the possibilities, so whoever is going to build this will know exactly what it's going to look like and at the same time, give them ideas of things that can be done with the set. So many times designers get an idea from a concept I have submitted, simply because it inspired them. This is the coolest part of our job.
Awesome job, man. Keep'em coming. I am really excited to see more from you.
jason01
April 27th, 2008, 07:35 PM
here's some exploration on last week's #5. I'm trying to lead the eye along. Stephen suggested I overlap the mountain on the right and the middle mountain. I wanted to keep the bridge thing going, so I put one leading us into the image.
I also added the front and side view of the pagoda-building
jason01
April 29th, 2008, 02:12 PM
I've been working on that page of tree studies
jason01
May 21st, 2008, 02:52 PM
I've been timid, so far - making a lot of variations and letting other people tell me which to develop further. Well - here's the one I'm going with. I like the way the closest bridge leads the viewer into the frame and over toward the building on the left. It does kind of run against the grain - reading right to left - I was going to swap it, but I felt it worked with the chinese feel of piece.
Any thoughts?
carotello
May 21st, 2008, 04:23 PM
Hey guys. I am sorry I have been MIA. The timing we started this thing and my life taking a dive into hell was unfortunate.
Update, I am finally moved into my Mountain View apartment, living alone, managed to finish my freelance work, which spiked up during the end of April and into the beginning of May, and we successfully launched a new issue of City of Heroes. So things have been busy and crazy for me, and I apologize that you guys had to suffer from it. I see Jason is still hanging on. I think you guys all graduated, am I correct? I expect you guys are probably working like crazy on your portfolio and looking for jobs, so I imagine this thread will be a little dead for a while.
Jason, thanks for continuing with the work. I am sorry I have left you hanging and all alone to make that decision on the comp you were going for.
Honestly, lame as it sounds, this happens fairly often in a work situation, where you are left to make decisions like that. Also if you have to take an art test, you will have to show your thumbs, and then choose yourself and justify your decision, so this is a good thing to practice doing.
On the trees: I love them! A quick trick to keep in mind when designing, especially if you are stylizing. My friend Tony Christov called it the rule of threes. Basically, you should distribute your shapes in sets of threes, which you are already doing in a lot of your trees... (trees in threes, how cute). These coincide with your strongest designs, so it's something to keep in mind.
One suggestion, would be to have perhaps a stylized sheet of trees, and then one more realistic. It's an excellent exercise and we all agree that when it comes to games, trees are a bitch to build, and a bitch to design for a low-poly model, so modelers will love you for this kind of work, where you bring the essence of a tree down to its basics, without getting too busy.
Regarding your comp, I feel you made the right choice, but I think that bridge's silouette should be stronger. Leave it black, and make sure you give it personality: maybe there are mossy bits growing on the rope, or the stakes of wood holding it are not symetrical, or well tooled. Maybe there is a bird or some other recognizeable silouetted creature perching on it. I don't know, these are little details that can bring something ordinary into the realm of the extraordinary.
The building turnaround is great, maybe a little simple, but I get the feeling this is the style you are going for. I'd like to see a nice 3/4 view render of it.
Take a look at this for some ideas of the kind of detail and information for this type of sheet:
http://vancekovacs.com/page5.html
That's the great Vance Kovacs. I suggest you look at his website, because he shows a lot of preliminary concept work that a lot of concept artists keep away from their sites.
I love him for that.
carotello
May 21st, 2008, 04:25 PM
Oh, update I forgot. Now that I am single and living in suburbia, I will be taking a stab at the underwater utopia thing that's going on right now in the community activities. I will post my progress and I am hoping if you guys want to participate, we can all look at the work and use it as a learning tool.
It's a great opportunity to explore a subject extensively, and to get some cool portfolio pieces, so let's do it.
jason01
May 21st, 2008, 04:56 PM
thanks, your input is always great. I especially liked the tip to kick it up a notch on the bridge.
As for Deep - let's do it. - do you want to do a team sort of thing - or all on our own? I've been wanting to work as a team with people to build a cohesive world together. Isn't that how a studio is? I'm just trying to get the feel of it.
jason01
May 22nd, 2008, 02:31 PM
I touched it up. but as far as the orthos go of the building . . . are you saying they should be all colored and textured? I can see that making sense.
louis cypher
May 26th, 2008, 04:19 AM
Hi everybody,
yes, finally the semester is over and Iīve had a little time to breathe. Now Iīm slowly getting back in gear and need to update my website etc. I really like the Deep competition theme and have already begun sketching something. I donīt know what I will be posting into the competition itself but I thought I might use our thread to show some of my ideas. aight, here goes...
jason01
May 26th, 2008, 04:02 PM
Johannes,
that is a really interesting tail - the one on the mermaid thing - I think you've hit on something there.
hmnres
May 26th, 2008, 10:09 PM
Boss ninja turtle! excellent dude.
carotello
May 28th, 2008, 01:33 PM
Hey Johannes. These are all great. Only crits at the moment (since I know this is still an exploration):
Try to design interesting shapes via silhouette. You do beautiful line work, but a lot of times starting to explore via line work is almost like skipping a step that could yield even better results.
I am not saying these are bad, but you might be able to come up with something even better. You don't have to do it digitally, you can use markers, and test out your shape by filling it in, and seeing how it reads, and if it is an interesting shape at first read. Then go into the details.
Also try to think logically, form in pro of function: what would be the anatomical design advantages for each particular character and creature, that allows them to successfully exist in their underwater environment? While the monster on the right looks very cool, he doesn't suggest to me that he is an aquatic dweller. He looks heavy and not very aerodynamic.
Just some food for thought. Keep going, I'd love to see more from everyone, and I need to get off my lazy ass and produce some as well.
Toodles!
louis cypher
May 28th, 2008, 07:35 PM
thanks caro. I have the habit of drawing my ideas and donīt really explore shapes. This is something I need to start since I have seen what great ideas can come from it. also the silhouettes of my drawings could be improved by it. I guess its about how you explore and what your habits are. anyway, iīve been doing some more sketching but will try the silhouette method this time. donīt know how much of these i will have time to render though. but i am loving it :)
hmnres
May 28th, 2008, 11:03 PM
after reading caros post about jos stuff, i totally agree. i was getting caught in the trap of working on a pencil drawing of a giant sea wurm that actually looked exactly like the worm from tremors...but not as cool! yahr! so i did some silhouettes. now i need to find instructions on how to post them!
carotello
May 29th, 2008, 12:58 AM
First things first:
If you go to where you post replies, and hit the button "go Advanced" this will take you to a reply window with more options. Scroll below where you type text and find a button that says "Manage Attachments". Click on that and a little pop up will come up, which will allow you to browse for files in your computer and then upload them to the forum.
Voila!
Silly goose, you should have told me before.
Ok, next, I would like to clarify something.
There are no right or wrong ways of doing things.
If any of you feels more comfortable with line work, then please don't stop doing what works best for you. That said, sometimes, it's good to also explore new ways, and even force ourselves to try something out, even if it doesn't come naturally, because you never know when you find a gem that you would have totally missed if you hadn't done some exploration.
I work with Nate VanDyke, and let me tell you, that guy can draw. His line work is friggin' amazing, and he shades afterwards, and his stuff is hot and he produces tons, very quickly.
Me, on the other hand, not quite as amazing, am more comfortable with mass. I have to paint a mass, and then find stuff in it. I am not so good with pencil because I tend to get caught up in details too soon.
Working with Nate there have been instances when I have forced myself to try to just draw first, and a couple times I have gotten some pretty cool stuff out of it. Always challenge yourself, even if you know you are gonna go right back to doing things your way. If anything it keeps things fresh and new.
jason01
May 29th, 2008, 02:21 AM
ok - first - Caro, um . . . can you respond to the post I made right before Johannes?
and second - here's my undersea world. I had to come up with a story (and it kind of is little red riding hood) - ok - so the guy on the right is the navy guy - commander of the USS Wolf sub. he follows the little sub (red) back to grandmas house (the undersea utopia) - too much of a stretch? - well how about this . . . . the undersea utopia is run by alien brains that latch onto a human host and make them virtual zombies. should be fun to draw.
carotello
May 29th, 2008, 02:11 PM
I touched it up. but as far as the orthos go of the building . . . are you saying they should be all colored and textured? I can see that making sense.
Sorry, Jason, I didn't see this question.
No, they shouldn't be colored and textured, but they could be a little more interesting as far as architectural construction and details.
They look a little flat right now. You could add a few levels of dimensionality to where the different pieces of the screens fit together, and how the roof attaches to the building, etc.
Give me a sec and I will paintover to illustrate.
Again, you don't HAVE to do this, if this is what you are going for. If you are simplifying it for the sake of stylization, then it's fine, but your mood piece isn't that stylized, and it suggests a more realistic though illustrative style.
hmnres
May 29th, 2008, 04:05 PM
so here are some thumbs i did kind of android stylee. i definitely came up with some shapes and relationships i wouldnt have otherwise. i was thinking of a deep sea, high pressure, low light environment. so the animals i had in mind were either crustaceans or mollusk-type creatures. streamlined/rounded shapes for easy movement. these all could double as ships or creatures depending on the next step. anyways...give me some feed back. thanks!
hmnres
May 29th, 2008, 04:15 PM
JP
i like your characters a lot. i feel though that they could be in any setting. could you tweak them somehow...maybe stylish wetsuits or something... scuba mask? but regardless i think the brain tank is super sweet!
jason01
May 29th, 2008, 04:19 PM
Nick - those are some choice thumbs, yo. choice, I say. I've been thinking a little too much about how current animals work - one big shape. Down in the depths, if they're fish, they usually have a big mouth and small body, and don't move a lot. these are really refreshing - get me thinking out of the box.
and thanks - I dig the brain tank, too
yeah - I was going to say "you can't have scuba gear, the pressure would crush you - but then - it is cartoony - so maybe I should stop thinking so literally. I mean, I do have alien brain tanks, after all.
louis cypher
May 29th, 2008, 04:49 PM
thatīs a good start Nick, I can see some of them as some kind of underwater vehicles. keep up the deep sea explorations!
louis cypher
May 29th, 2008, 04:54 PM
hey jason, great start. looks like your still doing the red riding hood :) this is a nice twist to it but just a suggestion - why not give yourself a little break from that theme on this one. sometimes its nice to give oneself a little freedom. keep the sub theme tho...itīs cool! anyway, look forward to seeing more.
louis cypher
May 29th, 2008, 04:58 PM
oh and one last thing, Nick, I checked.... this Deep competition is until june 30th :)
carotello
May 29th, 2008, 05:26 PM
Those are friggin' sweet Nick. This is exactly the kind of loose exploration that you guys should try to institute as your first step. They are quick, they explore different shape relationships, and you don't dwell on any one.
Only crits have to do with presentation. Normally I wouldn't give a crap, but if these will go into your portfolio (and they should if you develop more any one of them) two things need to be done:
1- separate them, give them their own bit of real estate so they are not all jumbled together. That way you can appreciate their individual shape better too.
2- Number them, or letter them. That way we can talk about them without having to point or give them funny names.
All of these have something interesting, and some of them are fantastic, and ready for the next step so I encourage you to pick a couple and develop them as creatures or ships or whatever you want them to be.
jason01
May 29th, 2008, 06:02 PM
http://joshuathejames.blogspot.com/
this guy posts his stuff on the company sheets 1/2 the time. It looks really good.
hmnres
May 30th, 2008, 02:19 PM
that stuff is awesome...so is the link to limbololand(?) as manar would say ...'sweet gyoza!'
jason01
May 30th, 2008, 04:11 PM
how's this? - a bit more detail and showing some construction with the dotted line showing structure underneath.
louis cypher
May 31st, 2008, 06:30 AM
been exploring some more ideas and tried the shape-method. had some fun with it and here are the results from that. numbered them so you can more easily tear them apart one by one :p
as for the ideas
- 2. are further boss-turtle thoughts ;) added fins that come out of the shell with which he can swim but the legs give him the ability to go on land as well.
- 5. these are my ideas for a deep-sea suit for humans. as you can see on the last one how the person would fit in there.
- 8. is an idea i had of this octopus-human symbiosis that humans can wear them like helmets and so breathe under water.
Rogzilla
May 31st, 2008, 10:57 AM
Forgive me for interjecting briefly but this is one of the mentor threads I have been following and I just wanted to say what a good job everyone is doing. hmnres and louis cypher in particular are producing the start of really incredible concepts. I love the look of the white on black thumbnail method, I gotta find something more on that.
So keep up the good work guys, I'm gonna keep lurking.
jason01
May 31st, 2008, 05:55 PM
first - Johannes - those thumbs are hot! I especially like the mutant turtle thing and the octopus airmask idea
second - here are some fish I've been working on
louis cypher
June 1st, 2008, 03:06 AM
those fish are great Jason. I especially like 2. and 3. I like 3. the most because heīs square. an unusual shape for a fish so it catches my attention. why not try to make more of the underwater creatures like that, just see how they would look (square jelly fish...etc)?
but whatīs up with the magritte? :)
jason01
June 2nd, 2008, 12:31 AM
but whatīs up with the magritte? :)
I did a sketch of a fish that reminded me of the Rene Magritte painting - so I played with it. That fish wasn't pushed very far, kind of looked like a pipe, and didn't make it into this grouping
hmnres
June 3rd, 2008, 01:43 AM
i know these fish are super stylized...but it might help you discover some new ideas or physical details if you structure them like we did in terryls class. i think i heard somewhere that that kind of thinking would be helpful to the animator/modeler. maybe try developing them at 3/4s view next...the silhouettes may reveal something new to explore. word.
jason01
June 3rd, 2008, 02:07 PM
Nick - you're right - I do need to explore other views - but I want to get one really solid shape 1st. I tried that on these glass squids and I didn't think they fit in the same world as the fish, or looked more like characters than background guys like I wanted them to be. Then I tried a few from the side view - it's how I'm approaching this one. try to get them all in the same world. Any thought, Caro?
carotello
June 3rd, 2008, 02:11 PM
how's this? - a bit more detail and showing some construction with the dotted line showing structure underneath.
Much better, Jason.
Wow, guys, you have been posting a ton, and the stupid automated thing that tells me when you guys post doesn't send me shit.
Anyway, let me digest all of this and I will post replies to all.
carotello
June 3rd, 2008, 02:14 PM
been exploring some more ideas and tried the shape-method. had some fun with it and here are the results from that. numbered them so you can more easily tear them apart one by one :p
as for the ideas
- 2. are further boss-turtle thoughts ;) added fins that come out of the shell with which he can swim but the legs give him the ability to go on land as well.
- 5. these are my ideas for a deep-sea suit for humans. as you can see on the last one how the person would fit in there.
- 8. is an idea i had of this octopus-human symbiosis that humans can wear them like helmets and so breathe under water.
I am in loove with some of these already, and I saw you go ahead and flush them out. Do, say a couple or three iterations with more detail. At this point you stay within your silouette/overall shape, and play around with details a little more. By doing this, you can narrow it down to what will be your final, and then you can give it some love, make it a more finished render, either in color or black and white, and maybe an ortho.
carotello
June 3rd, 2008, 02:19 PM
first - Johannes - those thumbs are hot! I especially like the mutant turtle thing and the octopus airmask idea
second - here are some fish I've been working on
These are all very cool. Maybe a little more finished than an exploration would allow, but hell, still they are awesome.
As for 3/4 vs profile. I have to be honest, sometimes I do one, sometimes I do the other at this point in the process. It really boils down to what is the highlight of your design. Of course, eventually you will have to figure it out in 3D space, so prepare yourself mentally for that eventuality. As long as these are resolved as 3-dimensional shapes in a later stage, I am fine with them.
carotello
June 3rd, 2008, 02:28 PM
Nick - you're right - I do need to explore other views - but I want to get one really solid shape 1st. I tried that on these glass squids and I didn't think they fit in the same world as the fish, or looked more like characters than background guys like I wanted them to be. Then I tried a few from the side view - it's how I'm approaching this one. try to get them all in the same world. Any thought, Caro?
Well, the treatment suggests different styles/thus different worlds.
I actually would encourage you to just go all out on the stylized more whimsical style, because a) it's unique and in my opinion something you are comfortable and will be able to have fun with, and b) the fish are awesome, so why not make some friends for them that belong to the same world.
I know it's easy to get swayed around here to go for the more realistic, dramatic styles. But to be honest, when I see more "fun" stuff, I get equally excited, and your chances at getting jobs with either style is very realistic.
What's important is to be consistent and own the style. Just go for it, full on. That's really the common denominator of successful artists in this field: they are all people who have a very distinctive style and even subject matter, that is unique, recognizable, and it evokes a deep emotion of some kind in people.
I love that all three of you have your own unique styles, and I would hate for this forum to sway any of you into a place where you are not comfortable.
One thing is a challenge, but trying to fit into a mold that you naturally don't is quite another.
Most art students spend their entire lifes in art school trying to find their style. What they don't realize is that your style is what comes naturally to you, what your hand simply does. It's in the details: the way you draw your lines, the way you execute your brush strokes, the small minute marks you leave in your paper. These all come together to conform your style, and as you draw more and more the things that come to you naturally, the stronger your style will become.
So, relax, do what makes you happy, and draw a TON.
That's for all of you and myself.
Oh, and hey, Jason, what happened to that lady you introduced me to at the spring show? Is she joining us anytime soon? We need some more women in this damn place.
hmnres
June 4th, 2008, 02:41 AM
check it
hmnres
June 4th, 2008, 02:42 AM
sorry those are too big
carotello
June 4th, 2008, 01:01 PM
Hey Nick. Those are pretty cool. Still, what is interesting and unique about them? I still don't go: "holly crap!" when I look at any one of them. Keep looking for that "holly crap" factor.
A couple suggestions regarding design. And this goes for all, not just Nick. I have prepared visual aids, this time, because showing is always better than telling.
Here is the lesson for today:
(legal disclaimer, obviously I am not the author of any of these incredibly awesome characters. They are just too awesome. If I was that awesome an artist, to have come up with any of these, my head would probably explode from the sheer accomplishment.)
jason01
June 4th, 2008, 06:15 PM
here are some people - these live in the undersea utopia - they will all have brains in jars on their heads, controlling them, - but maybe they escape? I don't know - check 'em out.
carotello
June 4th, 2008, 06:23 PM
These make me giggle, Jason. Great shapes!
Now, one question: while being awesome characters, what makes them belong to the undersea utopia? Just curious how you plan to tie these to that. The only guy that suggests this to me is number 6, the dude with the flippers.
jason01
June 4th, 2008, 07:33 PM
hmm . . . I was just thinking that these people lived in an underwater utopia and what kind of utopia would that be if they had to be in scuba gear all the time - but maybe I should do a non-scuba and a scuba version for each character. I don't know. I was thinking that each one would have their place. in this little world.
jason01
June 4th, 2008, 09:40 PM
after some thought - I decided you were right. And putting them all in scuba gear solves the costume problem - I thnk I should get rid of the brains - what do you think? but then, I do like the brains - maybe I just need to design the jars better. I don't know - do they add to or take away from the designs? I guess they could add to it - if I designed with them in mind.
louis cypher
June 5th, 2008, 03:55 AM
Nick - nice, those look so massive. they look almost complete to me. just perhaps spice them up with something unique as caro mentioned.
Caro - thanks for that demo. daim just learned sth new..
Jason - I like brains too...does that make me a zombie? :p the characters are great.
hmnres
June 5th, 2008, 03:59 AM
caro
great post. i think that my last thumb post had some decent shapes, but agree that none of them are particularly interesting or distinct. i wanted this suit to be something like a maintenance uniform...so nothing too wild...but i do see the examples you provided have a certain character. would you suggest i make them stronger shapes with less detail...or add some element to the suit to make it identifiable like 'big daddy'?
hmnres
June 5th, 2008, 04:02 AM
jason
sweet characters...i think the brains are rad. i like the guy who apparently has his hemispheres split. how are the brains enslaved?
jason01
June 5th, 2008, 06:34 PM
Then the brains are staying. ok. Thanks for your input.
so . . I've developed the characters a little more. and some of the jars that the brains live in.
louis cypher
June 7th, 2008, 03:04 AM
hey everybody,
so again i bring more sketches of ideas i had to the subject.
on the first page there are big -huge -enormous creatures. Big mouthful as I call him has a symbiosis going on with smaller shark-like animals (bottom of page -called snappers). they live inside of him and once in a while he opens the mouth and they come out in swarms. they then return with their pray and big mouthful lives from the leftovers in exchange to providing a safe breeding and feeding ground for the snappers.
then there is the crab-legged-crab. itīs so huge it has crabs on the end of the legs :) it also has a big mouth where it catches smaller fish and the like.
on the other pages I took two of my previous thumbs and worked a little on them exploring them further. the idea with the suit was to have a spider-like legs as a backpack. the diver can release himself from it.
yay
hmnres
June 7th, 2008, 11:09 PM
jo
i really like the shape of tentacle skeletor number 1. i think for the top row of big mouth beasts that the 'bag' on the bottom would be hard to maneuver, and looks like it is hanging out of water. would it be more streamlined/hydrodynamic? i dont know. i DO know that i am very, very hungry.
jp
sweet characters man. cant wait to see them a bit larger and rendered.
jason01
June 8th, 2008, 01:32 PM
Johannes,
those are nice. The big mouth thing looks like an eggplant version of kirby . . .
http://pressthebuttons.typepad.com/photos/uncategorized/2007/08/29/kirby.jpg
nothing wrong with that. but if that's the thing that swims out of the sharks mouth, then it should look like it could move - like those ones you have down by the shark ... but if they just sit there and suck stuff in - they are perfect.
oh yeah - I'm going to Washington D.C. this week - so I wont be posting for a while. Hopefully I'll be able to do some nice sketches there - hmm - I'll see if I have anything to post when I get back.
jason01
June 16th, 2008, 12:02 AM
here are a few underwater city ideas
louis cypher
June 16th, 2008, 05:18 AM
Hey guys, to begin with - thanks for the last comments. Nick you were right that the shape of my big balloon whale didnīt make sense so until Iīve found a better solution for him ...heīs been put on a shelve :)
BUT, in the meantime I went ahead with my turtle ninja boss thingy and here it is. I decided to take your suggested path Caro so voila. Heīs so tough heīs got piercings. Included is a step by step.
- first are thumbnails which I then cleaned up and made more detailed.
- then the final black/white
- and finally there is the color version.
Jason - those thumbs are looking groovy. I especially dig 2 and 7. if its the alien-brain city then why not have a few brains included sticking out of the walls or a giant brain?
hmnres
June 16th, 2008, 02:19 PM
jason
i really like two and eight. something about defining the forms with those random glowing shapes and without lines and 'conventional' means. really interesting atmospherically. 6 is pretty cool too, it has atmosphere and structure.
carotello
June 16th, 2008, 02:50 PM
Wow guys. I am humbled by your work.
I have been incredibly busy for the past three weeks, and I still have no internet at home (comcast is coming tomorrow). I will not be able to participate in the underwater utopia. I am just swamped with work at the moment, but I will post some comments as soon as I have some time to make it worth your while.
I am in meetings all day, today, so...humble apologies.
hmnres
June 17th, 2008, 02:27 AM
jo
thanks. i have always been curious to what 'the claw' would look like on an undersea humanoid turtle beast.
jason01
June 17th, 2008, 10:06 PM
here's a new idea for the city. Those other ideas may have worked, but they weren't cartoony enough for me. I thought that having a different bubble for every part of the house was pointless enough to be funny. and you get in and out - just by walking to the wall.
jason01
June 18th, 2008, 06:29 PM
I wanted to show these guys in process
louis cypher
June 19th, 2008, 02:13 AM
Jason - those brains sure do look delicious :p
Here is something I did more for the kick of it. Donīt think Iīll be submitting it into the contest but still Iīd be interested in your thoughts.
The idea - mermaid as a trap. Some of the earliest legends about mermaids say they lured men into the sea and drowned them...so I thought what kind of creature or twist could i make out of that. So the mermaid became like a grappling arm of a much bigger creature that uses it to lure other predators or humans.
I name it the Man-Trap aka the Death Star...fish
hmnres
June 19th, 2008, 03:22 AM
jo
great idea, awesome man...that water looks fantastic! damn you!
jason
again, great idea. i love how ridiculous it is. i think there is a lot of potential for humor here. like....how would a bath work? i dont know, but i have a feeling theres a hilarious solution.
jason01
June 20th, 2008, 01:36 AM
it's true - johannes - that's a good idea.
and nick - I'll get to work on a tub. that could be good.
hmnres
June 20th, 2008, 02:44 PM
wip. i want to capture the underwater blackness, but reveal parts of the creature. any comments/suggestions are more than welcome!
louis cypher
June 21st, 2008, 09:54 PM
Yo nick - looking veery nice. For me this is a great start but personally I really am curious to see more of the monstaī. but loving those multible eyes peering through the dark :p
jason01
June 24th, 2008, 01:05 AM
so - here are some characters - I selected a few that had good variety and got rid of the brains - it just didn't help the designs any. and if they were there - they'd be like zombies and I wouldn't be able to show a variety of personalities. - I make em basic so I can build them up with light and shadow next. - but I'm not totally happy with them yet - any ideas?
jason01
June 24th, 2008, 04:46 PM
I've reworked my old landscape
jason01
June 27th, 2008, 04:21 PM
check out this site - it has habitats, subs, and suits
http://www.sub-find.com/
louis cypher
June 27th, 2008, 07:43 PM
Jason - what happened to the brains? if your worried about showing personalities how about creating then a before and after? look forward to seeing them finished up.
louis cypher
June 27th, 2008, 07:51 PM
So here are some studies I did for my zombie octopus symbiotic thingy. Been spending my time rendering some of my characters out for the competition but I'll give you a heads up once they are posted.
About the head - there is a liquid inside which turns the humans into zombies. Originally they were created as simple beings that in a symbiosis generated oxygen and could be worn like helmets. This meant organic diving suits that would provide unlimited breathing capabilities. but guess what...it went wrong...and now the creature aggressively seek out their hosts and nourish on them until finding the next.
Any crits or ideas are greatly appreciated.
jason01
June 27th, 2008, 09:47 PM
johannes - the brains just didn't help the silhouette. I could do a before and after, I suppose.
I dig your story for the zombie things. I like the guy with the glazed eyes. I like seeing his face - and the choking sort of thing - don't care for the lettuce looking thing. but that's just me.
but I do think there is a need for something around the head - maybe if it looked more like a shell or crab or something. I don't know
carotello
June 29th, 2008, 08:17 PM
Hey guys.
First of all, I have to apologize.
This month has been insane, and I have been incredibly busy with a bunch of both professional and personal stuff.
I am now somewhat sorted out, and I will take a look at the thread right now and see if I can catch up. I am a bad mentor. There isn't an excuse other than the fact that I have been basically juggling a ton of freelance on top of my regular job, simply because I need the moolah. The move, and my recent vehicle purchase, and the fact that my student loans are now in full repayment (killer) have forced me to just wh**re myself out.
Giant apologies, you guys have been posting awesome work, and I am glad that you definitely have the discipline and drive that it takes to make it in the professional world.
Let me look this stuff over, and I will post feedback in order.
carotello
June 29th, 2008, 08:22 PM
hey everybody,
so again i bring more sketches of ideas i had to the subject.
on the first page there are big -huge -enormous creatures. Big mouthful as I call him has a symbiosis going on with smaller shark-like animals (bottom of page -called snappers). they live inside of him and once in a while he opens the mouth and they come out in swarms. they then return with their pray and big mouthful lives from the leftovers in exchange to providing a safe breeding and feeding ground for the snappers.
then there is the crab-legged-crab. itīs so huge it has crabs on the end of the legs :) it also has a big mouth where it catches smaller fish and the like.
on the other pages I took two of my previous thumbs and worked a little on them exploring them further. the idea with the suit was to have a spider-like legs as a backpack. the diver can release himself from it.
yay
Not really much to comment on, since these are great, and they are explorations. Keep'em, they are strong for what they are, and you can always develop more later.
I like the number 3 tentacle guy...
carotello
June 29th, 2008, 08:29 PM
here are a few underwater city ideas
Jason...the underwater city ideas seem a little too abstract to me. These are fine if they are for yourself, more like a self-brainstorming sheet, but I am not sure of what I am looking at in a few of them.
As far as compositions, some of them are very strong, and I would say you should develop them more.
carotello
June 29th, 2008, 08:31 PM
Hey guys, to begin with - thanks for the last comments. Nick you were right that the shape of my big balloon whale didnīt make sense so until Iīve found a better solution for him ...heīs been put on a shelve :)
BUT, in the meantime I went ahead with my turtle ninja boss thingy and here it is. I decided to take your suggested path Caro so voila. Heīs so tough heīs got piercings. Included is a step by step.
- first are thumbnails which I then cleaned up and made more detailed.
- then the final black/white
- and finally there is the color version.
Johannes: VERY STRONG.
Love it. You should do the orthographic views (front, side, back), and maybe a few quick motion studies? I am thinking that these would be sweet support material for portfolio.
If you need help with that, I can send you some super secret examples.
Once you have that, you will have a very strong creature for your portfolio.
carotello
June 29th, 2008, 08:33 PM
here's a new idea for the city. Those other ideas may have worked, but they weren't cartoony enough for me. I thought that having a different bubble for every part of the house was pointless enough to be funny. and you get in and out - just by walking to the wall.
Jason, the idea for the city is funny, definitely a cool gag, but not really that strong a concept for the purpose of a portfolio. There just wouldn't be much to concept...you would just end up with an illustration.
If you are doing this for fun, then knock yourself out, but if it's for portfolio, then try to think a little beyond.
carotello
June 29th, 2008, 08:36 PM
Jason - those brains sure do look delicious :p
Here is something I did more for the kick of it. Donīt think Iīll be submitting it into the contest but still Iīd be interested in your thoughts.
The idea - mermaid as a trap. Some of the earliest legends about mermaids say they lured men into the sea and drowned them...so I thought what kind of creature or twist could i make out of that. So the mermaid became like a grappling arm of a much bigger creature that uses it to lure other predators or humans.
I name it the Man-Trap aka the Death Star...fish
Johannes, beautiful render. Your digi painting skills are getting better and better every day. This is a cool piece, and you can definitely utilize it in portfolio if you develop it a little more. Think about these things: what does it look like when it "lures" men from the surface. What do these guys see? What does it do, once they are trapped, how does it consume them? Maybe the parts of the creature that resemble mermaids can be even more "tempting", maybe they have beautiful "flowing hair", maybe they glow, I don't know...think of some extra coolness.
Awesome work.
carotello
June 29th, 2008, 08:38 PM
wip. i want to capture the underwater blackness, but reveal parts of the creature. any comments/suggestions are more than welcome!
Nick, it's entirely possible that my monitor is just too damn off to tell, but this seems a little dark to me.
Still, nice digi job, maybe you can bring the pieces of that creature that are out of the darkness to an even stronger light. Great sense of scale.
I suggest doing the "boring" treatment in a separate page...an actual image where we get to see what this beast looks like, as if we were to have a modeler actually make it.
carotello
June 29th, 2008, 08:39 PM
so - here are some characters - I selected a few that had good variety and got rid of the brains - it just didn't help the designs any. and if they were there - they'd be like zombies and I wouldn't be able to show a variety of personalities. - I make em basic so I can build them up with light and shadow next. - but I'm not totally happy with them yet - any ideas?
Jason, nice lineup. Yeah, what happened to the brains?
I love the shapes, and how each character has its own personality and the personality translates into the shape.
Will you do character sheets for each? something that would allow an animator or modeler to bring these characters to life?
carotello
June 29th, 2008, 08:40 PM
I've reworked my old landscape
Why did you decide to re-work this landscape?
Watch it with the paint dab stuff...right now I can't say much because it looks pretty unfinished.
Just curious as to why you made the decision to re-paint this...
carotello
June 29th, 2008, 08:42 PM
So here are some studies I did for my zombie octopus symbiotic thingy. Been spending my time rendering some of my characters out for the competition but I'll give you a heads up once they are posted.
About the head - there is a liquid inside which turns the humans into zombies. Originally they were created as simple beings that in a symbiosis generated oxygen and could be worn like helmets. This meant organic diving suits that would provide unlimited breathing capabilities. but guess what...it went wrong...and now the creature aggressively seek out their hosts and nourish on them until finding the next.
Any crits or ideas are greatly appreciated.
Johannes...wow...dude. These are creepy and awesome.
I wish you hadn't recycled the same head for each...just because it sort of cheapens the awesomeness of the rest of each exploration, but I understand the decision at the same time, if you wanted to keep these quick.
jason01
June 30th, 2008, 12:59 AM
I decided to repaint the landscape because I felt the composition could be stronger. My eye now goes to the pagoda much easier. and the depth is more clear now.
But bring back the leaf brush, eh? make it more photo real? gotcha.
yeah - I'd like to do character sheets - but I'm still not sold on these characters 100%. maybe I should just render them and move on.
oh yeah - here's a squirrel I did - it's more the level I want to go with these.
hmnres
June 30th, 2008, 05:19 AM
jo
so sweet.
jason
like the characters w/o brains. although it was a great idea...i didnt get why the brains were there in the first place. yeah, those poses capture the characters really well.
as for this comparison...dont really know where to take it. i think ive learned to design a composition first, then design the value patterns. on this one i did neither really, and now choosing a direction is very difficult. any suggestions how to salvage this?
hmnres
June 30th, 2008, 05:23 AM
for the kids.
louis cypher
June 30th, 2008, 03:11 PM
Jason - I think you should finish the character line-up. They were awesome but just needed to be rendered. Once done you can move on to the next one. Just think it would be a shame if you dropped them now.
Nick - I love this piece and think it has a lot of potential. just let your imagination flow with it. think about what is the situation? he's stuck in a cave with this thing coming at him? then give us a little more sense of the cave...on the left side the cave going into the background giving more depth and on the right side - as you already did - having the rocks coming towards us. creates a greater sense of depth and environment.
If the brightest spot is a part of the monster I need to see the connection to the head to be able to understand it properly.
then just add small things like bubbles and small fish and you're done! :)
don't think there is anything to save... just explore.
louis cypher
June 30th, 2008, 03:39 PM
First off - Carolina. Your not a bad mentor. Your ...mega post now shows that. Your advice is always highly appreciated and I like the direction you push us into.
I posted my contribution to the Deep character competition (CHOW) so check it out...and when the time comes...don't forget to vote :)
next I will be doing some turnarounds for my turtle warriors as you suggested Caro! and I'd love to see those super secret examples you were mentioning!!
Here is the character sheet for the zombie thingy. I was lazy about using the same head for the variations...i know. given more time I would have wanted to add also a turnaround but what the h...
oh and one detail shot for those who like to see how i spend my time.
carotello
June 30th, 2008, 04:23 PM
oh my christ...
dude...where the hell did you come from with this stuff???
this is awesome!!!
sheesh, I am gonna have to start worrying about you soon.
This is fantastic, Johannes...I am really very impressed.
Excellent presentation, the image is memorable, good color choice.
I don't suggest an ortho for this one, since it's pretty straight forward. I'd say you are done with this, unless you are tempted to illustrate a scene with a bunch of these guys attacking...which is what I'd be curious to see (morbidly curious, in fact).
Bravo, dude. Oh, great head you ended up putting in there, btw!
carotello
June 30th, 2008, 04:39 PM
Hey Nick.
Ok, so I went ahead and moved a few things around your image.
I think it has the potential to be strong, it just needs to be pushed a little.
A bit on composition:
at the academy they impress these "rules" of composition, and these different types of compositions that you can "choose" (L composition, circular composition, golden rule composition, etc).
I personally have found that there is an easier approach to composition that makes more sense, especially when concepting for action.
I learned this from my production designer at SEGA, Silvio Aebischer (you should check out his website, his environment stuff is great, and super straight forward). He basically told me he tries to plot a path he wants the eye to follow, and then he ensures that the light and color will guide the eye through this path.
In your current comp, the path is a short one...you are pretty much keeping it all in the center, and then the image seems incomplete, because there is all this black around it thats not doing anything.
You don't want to have something going on in every inch of your image, BUT you do want to use your real estate wisely.
so, I have moved things around a bit...I try to stick to a more cinematic format. Ideally, I would make my concept paintings in a 16:9 ratio. I have traced the "path" if you will, through color and light. I "dutched it" (horizon line is no longer horizontal), to increase tension. I brought those front tentaclies forward a big more by dodging them...that's the lazy way.
I also added some blues, and dust particles in the water, just to reemphasize that path of interest I was telling you about.
I do have a question about the image: what exactly is that strong light you added? It's a good element, but at the moment it remains a mystery to me as to what it actually is...clarity is key in these things, so I'd suggest you get a bit more specific.
Hope all this helps.
jason01
July 1st, 2008, 02:07 PM
caro - it's amazing that just turning nick's picture a little bit can make it so much more dynamic.
Johannes - I really like your final post - you've been working your tail off. The only thing I don't like about it is that sketch of the bust of the "female of the species" - it's not 3/4 view - pretty stiff and flat. (I would erase that one drawing if I were you) - because other than that it's stellar.
ok - so, caro - I finally got what you meant by too spotty or too many paint dabs. Landscape Painter John Carlson said that nothing tends to ruin a student's landscape as easily as too many highlights (or something like that) and I felt into that trap - so I've cleaned it up a bit - and once again did some rearranging.
jason01
July 2nd, 2008, 12:39 AM
so . . I decided it needed lighting and a more chinese environment
hmnres
July 3rd, 2008, 03:05 PM
jason, that style looks more effective and clear. great improvement! ...it also kind of matches your deep characters.
carotello
July 5th, 2008, 11:20 PM
Looks good, Jason...just don't kill it.
What I mean by that, is that sometimes we just have to move on. I have killed many a piece by overworking it.
louis cypher
July 6th, 2008, 05:20 PM
Now that Deep is over Iīm playing around with a few ideas and designs that have come to mind before I return to my thesis project. Here are a few alien designs where i just wanted to explore different strangeness but not go beyond. I am really in love with some of the textures and effects of the a simple pencil sketch.
carotello
July 6th, 2008, 05:45 PM
Now that Deep is over Iīm playing around with a few ideas and designs that have come to mind before I return to my thesis project. Here are a few alien designs where i just wanted to explore different strangeness but not go beyond. I am really in love with some of the textures and effects of the a simple pencil sketch.
dude...I love your sketches. These are great, and there are a few ideas worth exploring here. I can't help but love the fat little dude with the mini dude on page 2.
made me chuckle for sure.
These are awesome, and I like the simple but clean presentation. Obviously, you are gifted with the pencil, something I am not. I embraced the massing method, simply because my line work pretty much sucked. Which brings to mind something you guys need to keep always present. If there is a method or way you are good at, then really get even better at that. The school days are over, where you were forcing yourself to try out different things and methods. Really embrace your medium, and your process, and just get better at it. It will only make you faster, and more efficient, and overall a better marketable artist. That was my biggest beef with the Academy, that in all those years of study, we hardly got a chance to get really good at one thing, we were always being bombarded with new ways, and new techniques, and new mediums. Most masters have one thing, that they have grown to be masterful at. The know their chosen medium, and they have explored the crap out of it, and they are good because they know their tool. So, Johannes, really keep sketching, it's definitely a gift you have, and you should continue working on just getting even better at it. Then you'll be like...mindbogglingly amazing.
jason01
July 9th, 2008, 03:13 PM
Johannes, Nick - you guys have updated your websites - they look good!
carotello
July 9th, 2008, 06:09 PM
All of you have redone your websites...sneaky sneaky
Awesome, though, I need to redo mine.
louis cypher
July 13th, 2008, 09:44 PM
decided to participate in the following chow which was to illustrate SMAUG, the dragon from the Hobbit. Couldn't resist. The brief was to make the dragon into a character hence the chow, and not cow competition. Here are my initial sketches and the final which I am posting to the competition as we speak.
I did this in a hurry but now afterwards I feel stronger towards the first sketch I did (looking up). It isn't as aggressive but it has something dignified about it. Might render it someday.
for those who care: Smaug is actually icelandic and means to squeeze.
hmnres
July 14th, 2008, 02:16 PM
jo
super tight. i like this style...it seems a bit looser than your style on the sea rex. i like how vast the atmosphere feels and how there is information receding into the cave. his face definitely gives him more character than just a beast. good use of warm/cool color. not sure if bilbo is invisible and thats why smaug isnt looking at him directly. personally i like the head on the top right prelim sketch. great piece tho. always the level of productivity i wish to achieve.
carotello
July 16th, 2008, 10:38 AM
Hi guys.
Johannes, I have to say wow, you have come a long way in a very short period of time, and I tip my hat to you. You are definitely well on your way to kicking my ass in the pro world, and I am sure you and I will be seeing each other around.
All of you guys are incredibly talented, and it has been a pleasure to have gotten to know you and your work a little better.
I am closing the thread, for the time being.
I am in the middle of another fairly busy sleuth of freelance assignments, and my company is sending me up to comic con, and possibly PAX in Seattle, which means I will have a lot on my plate in the next couple months, since I still have my day concept art job on top of all.
If you guys are coming down to San Diego for the comic convention, stop by the NCSoft booth and say hi.
As I have said before, all three of you are welcome to stop by the studio anytime, if you are curious to see the behind the scenes action of doing concept for an MMO.
As always, you have my email address and cell phone, and please don't hesitate to contact me for any questions or help you might need. I encourage you to apply apply apply, to any available openings, because half of it is talent (which you have), and the other half is timing, perseverance and a little bit of luck.
Remember that once you get that first job, things will be much easier afterwards.
Good luck to you guys, and once again it has been my pleasure.