Enviroment Support Group


#361

Righty, so we’ve covered composition to some degree this week.
And the main basis that is hopefully covered is
[ol]
[li]Using Thumbnails to generate an interesting composition[/li][li]Using references to generate more beliavable compositions (one should spend a good portion of your time researching reference material before doing a period piece or brief. Vital for a professinoal concept artist)[/li][li]General rules of composition (Golden section and rule 1/3rd): BUT, not all images need to be bang on the 1/3rd spot, but rather around that region is more naturalistic[/li][li]Types of composition: The various types of composition have not really been explored well so far. So let’s try to incorporate them with the perspective section for next week.[/li][/ol]Next week, I’d like to discuss composition.
To help, lets narrow down our victorian theme to:

Victorian Airship stations (analagous to the victorian railway station complexes)

So this week, let us finish up on our composition thumbnails, and use that process onto the next. Often, you’ll be surprised but you can incorporate various bits of thumbnails and existing thumbnails to expand/ make new paintings.

I want to share this organic process. So DO NOT DISCARD old paintings!

NB: Please, please research before generating your thumbnails.
With google and a decent search engine, or variosu image archives like PBASE its
imperative folks research their themes before tackling so they understand the underlying visual design language.

This is what makes images by Feng Zhu, Scot Robertson, Ryan Church and philip Straub’s images so potent. They do alot of research, and over the years have build such a strong design language database that unconciously, it seems as if they pull fantastical iamges from the top of their heads.

This is partly true, but it all had a basis of good solid foundations in the basics of composition, perspective and research/reference. (CPR)


#362

Hey everyone, these are some thumbs that I’ve been working on. I’m favoring the second one. The others don’t seem so interesting. I’m imagining mostly airships but I like the big steam beast tearing into a clock tower too.


#363

Huge thanks for the paintover, koshime, I can definitly see what you mean!
Did another one this afternoon.

ps. is it ok to post stuff that is outside the weekly themes? i kinda just jumped in to the thread without noticing that it acctuly had themes/assignments (which is great). .ds


#364

[u][b]Chapter 2: Enviromental Composition

   [/b][/u][size=2]It is impossible to produce [b]convincing concept art[/b] without a good grasp of perspective to complement the tools of composition. This is especially necessary to aid the orthographic schematics produced for further use by 3D modellers in both the game and movie industry, and to make believable cover art illustrations. 

It seems almost unbeliavable, but even seasoned professionals may go throughout their lifetime never really learning the fundamentals of perspective, something you coudl perhaps read, understand and practise in a few evenings and days which ultimately you can easily add to your arsenal of artistic skills.

I implore thee, to give this your utmost attention.

In addition, the movie industry utilises a 2.5D whereby a flat 2D enviromental image has a 3D basic mesh superimposed over it, and thus generates a convincing landscape during a general horizontal pan shot.
   
   For an example of what you can achieve with good perspective.
   Have a look at the [Fantasy Demo Reel](http://hatchfx.com/fantasy_demo.php) by [b]Hatch[/b]
   (NB: Quicktime plugin required)
   
  But, first things first.
  To make our life easier, once your initial composition is roughly established, you should start thinking in conjunction about your perspective. 
  
  When thinking of perspective, its really relatively straightforward.
  
  One need only consider:[/size]

[ol]
[li]Horizon Line (HL)[/li][li]Type of perspective:[/li][/ol]
[ul]
[li]1 point perspective[/li][li]2 point perspective[/li][li]3 or more point perspective (Multi point perspective)[/li][li]Do all your main objects align into place?[/li][/ul]In addition, there is two other types of perspective to consider:
[ul]
[li]Atmospheric perspective[/li][li]Dynamic perspective[/li][/ul]Horizon Line

When considering perspective, one should decide early on where the horizon line (HL) lies.
The HL, is a fixed line whereby the viewer’s eye level lies. Eg. Where the sky and the ground meet.

  NB: sometimes this plane is invisible, eg. Rendering interiors or within enclosed places, or whilst in space. Nevertheless, it is good to place arbitarily a horizon line and stick to it.
 
 
 [img]http://www.medievalfx.com/ESG/horizon.jpg[/img]
 
 As such, one can generally simplify the horizon to two general types. 

[ol]
[li]Low Horizon Line: Useful for showing perspective from low down (eg. from a figure)[/li][li]High Horizon Line: Useful for aerial or birds eye view (top down view)[/li][/ol]Once you have plonked your HL down, you can decide on the type of perspective required. In the examples above, I have choosen simple [b]one point perspectives.

 [/b]In addition, simple cues are used to lead the eye

[ol]
[li]Warm red, orange and [color=Yellow]gold colours[/color] attract the eye (placing it such at the zone around the 1/3rd can be useful)[/li][li]Converging or parallel lines, lead the eye towards your primary vanishing point[/li][/ol]Vanishing Point

 Simple described, this is where all the parallel lines of perspective meet. Eg. A view down a long valley or highway or street.
 
 I have produced a quick speedpaint below to illustrate this point. 
 
 [img]http://www.medievalfx.com/ESG/1pp-speeder.jpg[/img]
 
 Converging lines, speed lines, all lead to one focal point. The [b]VP[/b]

One Point perspective

Thus, for a 1 point perspective
It has one focal point - i.e which we can denote as VP1

This is useful for scenes whereby the eye level is alligned directly with the Horizon Line, and can be used for a long streetway, or narrow corridor or trench. For more subtle uses of the 1 point perspective, let us examine some professional artist works.

[b]John Wallin Liberto[/b] is amazing at perspective and composition. Let us examine his recent work used for the Gears of War game.

[img]http://www.medievalfx.com/ESG/academy.jpg[/img]

[b]Analysis: [/b]Besides being wowed instantly by the near photorealistic rendering/textured detail, let us examine the image objectively. The [b]HL[/b],is in conjunction with a hidden 2nd perspective, but in the main this image is a central one point perspective. Subtle receeding and repetetive shapes are used in the foreground to lead the viewer through the archway (which acts like a small frame to compose the background element)

NB: In real life, most objects will be a minimal of a 2 point perspective or more, but in general for artistic re representations, 1 and 2 point perspectives can give a good approximate of real life.

Ultimately, a 3 point or multiple point perspective would be good (if executed well, but because of the complexity, this can be ultimately very hard to do accurately unless you use pre vizualization methods such as basic 3D render forms to layout your perspective.

Drawing one point perspective using a Grid system


#365

2 point perspective


#366

3 point perspective


#367

Atmospheric and Dynamic perspective


#368

ARGH!

Koshime, that you favour the second one is kind of shocking, because I actually included that thumbnail for the sake of completeness, only. I really messed up the 2point perspective on that one.

A large hall architecture with ceiling windows is pretty hard…:argh:

I will try my best…:cry:

:smiley:


#369

Mu> Heh heh. What can I say, I can see its potential. Sometimes, what we dislike or think is our weakest may be our strongest painting. This will be a reality if you go into concept art/illustration.

Let me show you rapidly what potential your painting has. I did this all using your painting as a basis. Feel free to use it as a basis to paint or make any further paintings from it. (duration - 3 mins)

Enjoy!

PS/ you dont have to follow on which thumbnail I liked. You have a plethora of choices to work from as well. Go with what you feel most comfortable. And go with what feels hardest to grow.


#370

let me produce my victorian air station usign mu’s painting


#371

koshime-san,

you just floored me.

first this…:

And go with what feels hardest to grow.

which would have been exactly the thing I would tell my students (on a totally different field… music). Kinda hit me between the eyes.

And then this study based on my thumb…

scuse me, I gotta go and paint…:eek:


#372

Koshime, great concept.
My next speed tumbs. I started work with perspektive.


#373

Wow, that Victorian looks great.

My brother took his Wacom Tablet back so…I will attempt to continue using charcoal sketches, but Koshime-san, I’m not sure I see what’s wrong with my thumb in terms of value. I see darks on the foreground objects, that fade to white in the distance.
Could you illustrate why it’s not working?

I will study some more reference images and come up with something better.


#374

hey sorry im late for class…i started working on my environments.i had a query before i started showing my thumbs.does our victorian station has to be like railway stations or can v try somethin else tooo???
ur doin grand stuff koshime :thumbsup:


#375

I was watching you guys quite a time.

Really cool lessons you got there koshime.
Poorly i had no time to join this thread.
I was very busy on working for an attending project for school.
So here is what i got, i was wondering if it counts as an environment?
I didn’t got th any of you can give me an advice, this work is done but for future project i should really learn how to do perspective.


#376

Killermachine > For the next part, we’re using the victorian era coupled with steampunk elements. So, you could incorporate say Art noveau, or art deco elements say as long as it conforms loosely within the two eras.

Erandil > Let me see if I can do a paint over design to help illustrate further mate. Charcoal is a great but slightly messy medium to study values. Remember to do some reference studies as they help immensly. Philip Straub would always admonish us to spend 50% of our time doing the right research, and I can see why now. Paint from life and everythign you see aroudn you, and when it comes to imagination , try this formula = 70% real, 30% imaginary


#377

cool i’l have my scribbles up this weekend.


#378

I updated the first chapter of perspective with an illustration of how to draw in 1 Point perspective


#379

AWESOME stuff guys :slight_smile: ill try to get my thumbs done soooon ive been working way to much the last few days:) koshime too awesome dude^^ keep up the great work everyone i hope to get to work soon:)


#380

Heres an early 2 point perspective sketch for my victorial approach. I need to get a better ruler :slight_smile: