Hello! Spent a couple of hours on this one, learned a lot. Could've spent more time on the highlights but I lost the motivation. Anyway... I'm pretty pleased with the outcome.
Hello! Here's what I'm working on right now. For my Concept Art course I have to create a visual concept, start with a moodboard and then go from there. Subject is free. I decided to do a sort of Home Alone in the forest kind of game, where you play a robot who builds weird traps so the bad humans can't destroy the heart of the mushroom forest.
Moodboard, images used without permission but I guess It's not such a big deal.
Thumbnails for the main character, made in Alchemy and PS.
I might do a few touch-ups on the thumbnails before I hand in the thumbnail assignment, feel free to leave crits.
Coolt, följer din utveckling med spänning man! Grymma karaktärs-koncept. Gillar mood-brädan också.
We were told to make quick mood thumbnails and not focus so much time on rendering, use textures and collage as much as possible. To establish a mood is better than to spend time with rendering, in this part of the project. An interesting technique that I'm not that familiar with. But it's good to try new stuff!
Last edited by Greip; December 7th, 2010 at 04:17 PM.
Hello! Sorry for the big images. I guess I'm too lazy to fix them more. :]
The first couple of drawings is just from observation but the last one... hmm... that's different, It screams "Paint me! Redraw me!". Perhaps I will, in the future.
I'll upload some 3D work too pretty soon methinks. In a couple of weeks.
Good stuff i can see the energy in your work. one thing you want to be careful of when doing sillhouettes is that you are giving a variety of shapes. In the last batch i noticed that in general they all read similarly. If i were looking at those characters from a distance (in a similar pose) i would have a hard time differentiating them from eachother because they read so similarly. try to create thumbnails that express a variety of shapes even some that may not meet your immediate desire for the character. this is vital to the exploration of form because usually our first instinct on a character's design isnt nearly as good as what we come up with after exploring and going beyond our own tastes.
Hey man, great updates. Last dude looks cool, you've managed to convey his weight in his stands very well. He looks a bit pressed together though. Anyways, I really want to see the Monkey Queen finished! Looove the colors in it. Fantastic, please finish that one!
Hello! Thanks! You're right about the Speedos dude, I could've spent more time on the arms (among other things). Looks like they're just glued to the character.
Here's a new version of the monkeh! And a little doodle too of a robot thingie.
Last edited by Greip; December 19th, 2010 at 04:38 PM.
lots of cool stuff in here mate! do i spot quina quen there?? anyway, i'd like to see more studies-- like what you've done on the previous page! you have lots of interesting concepts but they will benefit more with constant studying hmmm aside from life drawing, you can also refer to the usual giants for anatomy (loomis/hogarth/bridgman). with that being said, just keep drawing and don't stop! you're progressing nonetheless~
You're right about that. I try to do as many studies as I can. I've attended a life drawing course the last months but it's been pretty sporadic. On my current school my time is divided into game design (analysing games/game models, building games and workshops etc.), 2D and 3D. Lot of my time is taken up for theory stuff about the different areas and learning new tools (I've never used 3DSMax for example before and it takes some time to get used to...). But I'll hopefully get into a summer course where I will spend 10 weeks with just drawing and sculpting the human form. But you're absolutely right! I need to do more studies!
Here's a WIP for the 3D version of the "Beach Creature"!
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