I am a TAD student and part time concept artist for a Midwest game company Forever Interactive.
I am a TAD student and part time concept artist for a Midwest game company Forever Interactive.
Can I ask you something? It seems that many thumbnails you have recently done in a variety of ways you can tell me how? What is the process, I mean, if I try all methods of learning. Send me a PM if you want, so we can talk
Hitsu//San: Adding perspective construction is something I want to get better at during this stage. I usual wait until the rough or final. I was taught to start with almost flat graphic design. So I'll slowly start to add more and more info as I get better. I'm not trying to get fast at all costs, it's more about being efficient with my time and limiting myself to 10 - 20 minutes per thumbnail. I just want to get more info into each one. I just want to draw cool shit really fast
Great point about the simplicity of detail and focus on design. I know design is the purpose of this stage. I just have to find a balance between gesture and design.
Harlow58: Awesome! Hit me up on Facebook if you have a chance. I used to work for FI.
Deckarderin: I included a step by step in my next post for ya
More thumbnail practice, 10 - 20 minuets each. I've had some people asking about my process so I included a step by step. I like to use a few different processes but here is an example of the one I use the most.
Step 1: Find an interesting silhouette. I just go crazy with the brush and eraser to find interesting shapes.
Step 2: This is a combination of creating a new layer with a clipping mask and using the same energy throwing down random marks within the silhouette.
Step 3: Refine my design and clean up the silhouette.
Step 4: Post effects, and done.
these are magic!
my favourites are 1 3 and 11
sb most art copied to page 1
Weapons of Mass Creation 2011 ::: Add your favourites!
facebook: Alface Killah
Ninjac you'd better forget the rgb effect for a while cause seems to me that you're abusing it too much. In the diablo3 cultist illustration you've totally covered your main subject giving him a blurry aspect and that was the main subject, you know that the main subject must be the first read for a viewer.
I think you'll do better to totally erase the effect and sharp the edges of your subject. It's ok if you want to leave the rgb on the left hand cause is moving fast and is very close to the noise source, you know, motion blur + rgb = strong rgb. Leaving that on the entire figure means to double edge it and it makes it confusing to read and even to get the colors.
Another fact is that you get that effect in dark shootings (or overcast to dark portion of your set), this means that the rgb is usually strong on the corners of the camera (cause they are getting more occlusion and it depends on the lens and aperture too cause a low aperture means a progressive blur effect away from the center or focus... this is why motion blur + rgb = strong rgb). In high light portions of the image the edges are so neat that you can't see the effect at all unless the light on your subject is being reflected toward the camera (causing a blur fading light, that's why on the source the rgb is more strong) but your subject is behind the light source so it gets only a strong rim light so... sharp edges
If there's a post production fx professional i think he can explain the thing better than me.
Hitsu: Thanks for explaining that for me. Understanding why that effect happens gives me a little better idea of when to use it. Not just use it on everything.
Some character concepts for class. Inspired by Takashi Okasaki, who was the concept artist for Afro Samurai.
The Sci-Fi Concept Art and Storyboarding Blog
Ohhh the last one is really really nice buddy! Put a soft round shadow at 20% or something this subtle behind her feets and look at the difference. Anyway good improvements!
I love the surrealist style of the works, and the character progressions are impressive. Almost reminds me of some of the characters from Enclave.
I really like your process of creating quick character designs but I can definitely see improvement over time in your work. It's inspiring.
CatmanFS: Thank you! I've never had someone refer to my work as surrealist. It's an interesting take. I might just look more into that
Hitsu: That's interesting, I'll have to check out photos or find the right surface to see for myself and really understand, but I can kind of imagine.
EpicDom: Thanks, it's a ton of fun just to make a bunch of quick characters. I appreciate your compliments.
Here are some thumbnails for upcoming Epocholypse illustrations / concepts. "Starchild" , a sort of sci fi city surrounded by glacier and tundra, and ancient jungle temple in the mountains.
Floating before an altar constructed of stars and void, the last remaining prophet inhaled the ether of space. Gazing into the expanse with an inner light that pierced time, she beseeched the Gods, seeking the guidance that eluded so many before her.
For an instant the universe stood still as The Oracle received an spark of divine clarity - hope that she might save humanity. She turned to Earth, taking in its swirling beauty for a brief moment, and then soared towards the surface to track down the Chosen Eight.
http://firstnull.deviantart.com/art/...inal-320936877 for the high rez version.
Major improvement in your posts! Keep it up!
Did i miss you? I hadn't the time to write in a while but here i am now!
You're messing with detail density on the oracle illustration buddy. Keep an eye on it, you're using some sort of texture in the background that does have more shapes and cuts and particles (details) than the major subject. This will lead the viewer eyes to those particles instead of the main subject (the girl), which is much less complex in shapes and details, and i don't think this is your purpose. You have to be sure that the detail density is balanced in a way that is useful for your purpose!
For the other two pieces you have a lot of value separation problems, it's really hard to tell what's in front or what's on the back of the figure if not by logic, the perspective is not helping in any way (probably is confusing more). I can suggest you to choose 1 or 2 light sources and keep track of it with an arrow or something in a layer so you won't forget (i do if i'm thinking about the design and rendering at the same time) and you could you a really light environmental distance fog layer to lighten the further side of your characters (i know that it's impossible in a real subject but if you don't exaggerate with that you're leading your viewer eyes to perceive distance between things exactly as you want).
I greatly appreciate your crits Hitsu. You help me to push to the next level each time. The background for the girl was experimental to get a look. I can see how it can take away from the main focus though, good crit.
I totally wasn't thinking about value separation, and adding a simple arrow will keep me more on task of designing and rendering at the same time. I also have to start thinking more about local value in accordance to spatial relationships. I'm more considerate in my finals but need to bring that into my sketching as well. I'm a little unclear what you mean about a fog layer. If you have an example that would be helpful.
Thank you again Hitsu, I start my final semester of TAD next week so this gives me something to chew on as I start. Cheers!
Some nice and solids concepts around here. I really like the way you work on thumbnails, this type of method give to you the way for a huge improvement as I can see.
I love the way you using colors (lot of cold/hot contrasts). About the orc shaman, I think that is face isn't too "orky". May cause I'm really familiar with GW (40k- warhammer battle) orcs, but it seem like a human with huge teeths to me. And he have a weird left arm...
I really like the concept in the post #41. It's look like steamy-experimental characters... hope you will do some more concepts in this way, but may that's not really your style.
Keep it up, one day I will draw like that... I hope!
I keep trying to learn how to draw since I was 3 years old... except that I just understand that I have to pratice and that's all.
BTW i'm a french native speaker so my english can be really bad... I apologize...
I'm sorry i can't do a paintover with one of your works right now but this will be clear enough for you to get exactly what i mean, check this out.
Don't mind about the crappy drawing, look at the arms, i've put some distance fog between them to help the viewers read what's in front and how far they are. It's the same effect that you spot when you look at the horizon and you see buildings or mountains, the further they are the lighter will they be in values. This effect is extremely light in a close range unless it's a foggy day but in a drawing the viewer will perceive it like something real.
You can use this trick with colors or with linedrawing, the result it's the same, by adding depth to your subject the viewer will understand it better and the result will be more good and solid.
PS: Thanks for the kind words, i like to give you this kind of help cause you're one of the rare cases that listen very carefully to critics. Keep learning my friend, i want to work with you one day.
Jasbat: Thank you! Yea I love doing thumbnails and just cranking out ideas. The orc crit is a good one. I actually revisited that image recently and worked on that arm Yea those characters aren't really my style but they were a lot of fun. I might revisit that in the future. I'll keep working hard, just keep practicing, taking advantage of opportunities and stay motivated and you'll level up too!
Hitsu: Ah I totally get what you mean. I feel dumb for forgetting that in my last sketching because it's something I've tried to be more intentional of. I'll go back and add that in to the sketch. Yea I've always felt crits are very important to listen to. A good quote from Jason Manley is "90% of the critiques you receive are right, but only 10% of the suggestions on how to fix it are right." So I listen to every crit I get even if the person isn't even an artist. That would be a blast to work with you one day. The industry is small so the chances are good
I revisited an older concept to try and bring it up to standard. Was fun to try and push it. The second piece are some thumbnails for client work. Looking forward to seeing this project to final.
youre showing some amazing progression! keep up the good work.
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My Portfolio - http://conceptart.org/forums/showthr...tkins-Porfolio
Deviantart - http://kryspix.deviantart.com
very nice work
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