12-29-2011, 04:15 AM
One extremely important lesson that concept artists need to learn is to understand the difference between design and making a picture look pretty. You might have a beautiful drawing or painting, but with really bad design. Or you can have great design but executed with really bad drawing/painting. Today's concept artist must be good at both.
Design = form and functionality, ergonomics, aesthetics, proper context (social, historical, purpose), and so on. That is totally separate from drawing and painting. Design is very cerebral and you have to research and study and analyze and observe. You don't just doodle and make something look cool--you have to make it look like it's actually logical and feasible. Too many concept artists design characters that are totally ridiculous--no logic whatsoever. Female soldiers with stiletto heels and half their breasts bursting out, warriors that have no armor protection whatsoever, hair styles with long bangs that constantly fall into the eyes of the characters who are supposed to be doing something dangerous all the time, and so on.
So, learn how to actually think like a designer instead of just someone who draws pretty pictures. Use logic and common sense. Research, observe, and analyze.
And study your butt off in anatomy/figure. Don't just draw people as if they're cadavers--learn how people really look--how fat and muscle interact with skin. Learn how people actually balance themselves and adjust their center of gravity in various situations. Learn how people almost never are symmetrical, unless they are standing attention as a soldier. Learn all the universal standards for proportions, so you know how to deviate from them and why. Lear how people really look and behave so you can depict stylized versions of them. Learn different body types--very few people actually look like bodybuilders. If you can only draw bodybuilders, but not normal looking people, overweight people, children, old ladies..etc, you will be extremely limited as a character designer.
12-29-2011, 04:32 AM
Thank you for the comment Sir, that was a motivating statement that would be a big help for me. I added some picture of a character that still on progress, I want to share it. https://fbcdn-sphotos-a.akamaihd.net/hphotos-ak-ash4/285013_2184722145021_1456026292_32370324_732809_n.jpg
12-30-2011, 04:36 AM
help!! needs suggestions please....
12-30-2011, 05:53 AM
Don't make things too contrasty. Not all surfaces needs to be rendered with a vast range of values. For example, surfaces with darker local colors shouldn't also have highlights that are lighter than the original local color, unless maybe the surface is very reflective and there's a bright light source to reflect. Keep your values coherent as much as possible.
01-04-2012, 02:26 AM
Wanted to add something to what Luna has told you, which is excellent advice:
When you submit a portfolio to a game company, you're not just handing off drawings. Your pieces should be created and submitted with specific things in mind: that you can conceptualize, you can think outside of the box, that you have strong drawing, painting, and rendering skills, that you can adapt your work to work within a team, where the look and style is not determined by you, and that you can work with as broad a range of ideas, styles, genre, and concept with ease. You may not be needed on a game the style of drawing you have above - you may be needed to do clean sci-fi work for a Portal type game, or realistic Western motifs, like a Red Dead Redemption, urban grit like GTA, or rework/repurpose existing models and characters, like games like Blizzard does with their patches and expansions.
What you've posted doesn't show any of that, to be blunt. To be blunt more, your ideas are a bit pedestrian, they look more like copied work, than original ideas. And, to be honest, you NEVER want to submit unfinished pieces, with the exception of pencil sketches. Having said that, I didn't say they were bad - they're just not at the level you need, to get hired. Finish them. Draw more. Lots more. 12-15 is a good minimum, but you don't want to drown them in images. 15 solid, strong drawings/paintings showing what you can do, and the more varied, the better.
If I were you, I would actually talk to game designers. The job is probably not what you expect it is (It never is) - it will take years to actually work on main characters, gear, and design the overall look, you'll be designing props, textures, environments, and you'll be drawing a LOT, under tight deadlines. Everyone pays dues, unless you're just so naturally talented, they hire you as art director from the street. You won't sit there and just draw what you want, you'll be told what to draw, usually with very specific guidelines and a look that's already established. If they need a library designed with a specific feel and architecture, that's what you will be drawing, sometimes for weeks. You'll also be competing with thousands of other people who also want to do the job - and you have to be better than most of them. Go to game sites, where they show development art, like Blizzard. Look at the kind of work they do. That's what they want.
So, if you decide to push forward, here's my advice:
Go to school. Forget places like Full Sail, get a studio art degree if possible, so you can get experience with anatomy, facial expression, textures, lighting, pose, environment, props, color theory, architecture, and maybe a class or two in industrial design. You said you want to get a job to be paid to draw, so get serious. You've started out fine, keep going, and keep developing your skills. Don't be unmotivated, because it might be a few years away. Your ultimate goal is to have a portfolio that will knock a creative director's socks off, it's going to take work and dedication.
What it comes down to, is the job you desire, is a professional job, and professional training is always a good idea. Start hanging around game design sites, find out what schools game companies like, for instance The Art Center in LA, and look into going there. E-mail creative directors, and ask what they look for. LISTEN.
01-04-2012, 02:26 AM
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