Is learning to draw neccesary to create original 3D stylized art?


#1

My goal is to create original 3d environments and characters inspired by games like overwatch and fortnite. I know that being able to draw helps but I would really much rather skip it and go straight into 3D practice the fundamentals there. Why spend hundreds of hours practicing gesture and anatomy in paper when I can just do it in zbrush? Same with color theory and composition, I can just do that in 3D.

My concern however is references. When creating realistic models, I can easily find references in google but I think this is not possible for stylized. Would it be neccesary to learn to draw first before making stylized art? Or is there another way around this?


#2

Honestly, not everybody can draw. Don’t get me wrong. You can go from terrible to being a lot less terrible, but some people will just never be great. It’s no different than learning a musical instrument or performing surgery. You can teach somebody the mechanics of these disciplines and they can pursue it endlessly. However, not everybody can be equally good at everything. That’s just life.

When it comes to learning 3D, you’re correct. Learning how to draw absolutely helps. It’s not strictly necessary though. You can be an amazing sculptor and still only be able to draw stick figures. What matters more is that you can absorb the lessons from traditional 2D and apply them to the third dimension. You need to understand concepts such as composition, complementary colors, anatomy, perspective, proportion, etc and so on. Whether or not you can draw, a strong grasp of traditional art concepts is essential if you want to do 3D. Otherwise, you’re just a soulless button pusher, replicating stuff without interpreting.

That said, personal style takes time to develop. Style is all about knowing the rules, being able to apply them, but also knowing when to break them. If you’re going to create a stylized character in the spirit of “Overwatch” and such, you really should be at the top of your game. For example, if you can’t tell the difference in shape or location between the sternocleidomastoid or trapezius muscles then you might not want to dive head first into stylized character modeling.

I’m not saying that you should know every muscle, but knowing the key ones and how they inform a character’s shape, weight, and motion will only make your work more believable and cohesive. Anybody can extrude out some basic shapes to make a 3D stick figure guy. There’s no form or definition beyond exaggerated proportions. On the opposite end of the spectrum, you have comic artists such as Art Adams, Chris Bachalo, Mike Allred, and Jack Kirby. Their art is all highly stylized. However, they all share a common working knowledge of how the human form should look.

If Jack Kirby’s Mr. Fantastic looks the way he does then it’s because Kirby made the very conscious choice to have him look that way. Style is never by accident. Not really. You grow into it. If you look at early art by Todd McFarlane or Bryan Hitch, it looks nothing like their current stuff. You can see hints of who they might become, but it took time to get there. Style doesn’t happen overnight.

The artists working on these games know their anatomy and they know it well. It probably took them years to cultivate that signature style. More than that, to get to that look, all of these characters went through phase after phase of concept design. There were probably a LOT of rejected designs along the way. Once they had one or two that looked good, they undoubtedly refined it over an over.

You don’t necessarily need to be able to draw well to do that, btw. However, you should be able to know how to convey your ideas in a way that’s intelligible. You need to know enough about design to be able to identify what will look right and what will look wrong. You will need to be able to identify what elements and color schemes will work together to create a harmonious piece and what will throw everything out of balance. That is exactly why having SOME traditional art background helps.

You don’t need to be a Leonardo da Vinci. Few artists are. However, you must need to be able to communicate your vision. The creators of “South Park” are very good at this. Nobody would mistake Cartman for the Mona Lisa, but his design is so distinct and unique that it is also unmistakable. There is a clarity of purpose all throughout.

As far as reference material goes, the classics never get old. Get a good anatomy book or two… or three. When you go into the 3D realm, you’re likely going to be building up your key forms that define your character with the primitive shapes that make up the musculature. Stylized or not, every character has anatomy. If you don’t understand it, you won’t be able to create it. For me, I keep a few anatomy figures on the bookshelf next to me. I also love to refer to books such as “Cyclopedia Anatomicae” and “Anatomy for 3D Artists” when I need some refreshing on that odd muscle or bone.

Google is good for reference material, but it can only take you so far. Keep a camera on hand. Your phone will do in a pinch, but a traditional camera is easier to mount on a tripod and has far more options for taking professional looking reference shots.

When developing your own style, don’t emulate. A lot of great artists, classic or otherwise, have started that way. However, you won’t really ever break out and come into your own if you’re just copying somebody else. Being able to emulate is fine if you need your piece to fit into that world. If you want to create a style all your own, think differently.

Prioritize features. Do you want bigger/smaller hands? Do you prioritize sharp edges? Do you want hyper-musculature where everybody looks like the Hulk? Are you into busty ladies with big cartoon eyes? Gigantic feet? Do you want your work have more of a loose, graffiti street style? Are you into cartoons like Bugs Bunny? Identify what appeals to you and why. There’s a good chance that somebody else will like it too if you do. Style is personal, but style executed well can be enjoyed by all.

Again, you don’t have to be able to draw well, but knowing the core concepts and being artistically minded is absolutely 100% essential. You can be taught to emulate a style, but creating a personal style takes time. You can’t break the rules until you know them and know them well.

FWIW, if you’re looking to emulate the “Overwatch” style, I’m sure that there are some behind the scenes art books that show you how they were made. Stuff like that almost always includes a plethora of concept art. Check Amazon.


#3

Ok, so…yes you do need to be able to draw better then stick figures to be able to effectively pre-visualize your own stylized content vs. copy other people’s stylized concepts. The interesting thing is that you can improve your basic form recognition/drawing/visualization skills through sculpting/3D modeling.

I’ve had numerous colleagues that paint or sculpt, but don’t draw much claim that they can’t draw…however when they sat down at a drafting table they just happened to whip up some Michelangelo-ish looking sketches. The only way I can explain this is that perhaps they look at their drawing skill through the lens of where they were when they started to almost exclusively paint or sculpt and somewhere along the line the 3D interpretations of volume and form informed them enough about what looks right and what doesn’t to allow them to replicate that at a much finer level of detail then they were back before started painting or sculpting. The thing is though even if they didn’t necessarily use their 2D skills much they already had a basic understanding lot of 2D construction methods that they were able to plug their applied knowledge of volume and form into that and a lot of times subsequently allowed them to do iterate original concepts a bit faster then sculpting or painting.

For me personally I prefer photorealistic modelling so my path, were I just starting out, would be to focus on photorealistic anatomy/modeling and sculpting and allow my growing knowledge of anatomy and planes of the human head and body that you necessarily almost always hit in a photorealistic modelling process early on (especially if modeling) to inform my approach to simplification to more stylized modelling, but I know if you’re asking about stylized models you’re going to just want to do that and nothing else will do, maybe until you get a good reliable process going for yourself. Personally, I like to create a wide array of characters with a diverse set of facial features and I’ve found the stylized approaches tend to funnel you away from that and towards a fairly limited set of features, but again everyone has that base level of requirements to get them motivated to learn and push through the unsuccessful attempts to finally see some success towards meeting their personal goals.

Often times books and tutorials give your journey a velocity you’re just not going to get by gathering a bunch of random materials together and trying to force fit them together to learn on your own.

I would recommend Mike Defeo’s Stylized Characters course at MOLD3D academy first.

also

Shane Olson’s 3Dcharacterworksop.com
along with his ZBrush live sculpting sessions

Books:
Human Anatomy Made Amazingly Easy - Hart
Drawing Cutting Edge Comics - Hart
The Art of Animal Drawing: Construction, Action Analysis, Caricature - Hultgren
Sketching from the Imagination: Creatures & Monsters


#4

Style is a many-faceted thing. There is the style of your characters, your architecture, your vehicles. That’s where your McFarlanes first diverge from your Miyazakis, a character created by one of these artists will never look like one created by the other no matter who draws and colors it. They use very different design aesthetics.
Two artists drawing the same characters might have very different compositional styles. One may frame tightly and exaggerate perspective. The other may favor dynamic images with lots of speed lines or other effects. Some artists draw backgrounds for each panel while others will crop them out in favor of solid colors or geometric shapes.
And from there you have things like line weight and consistency, whether to shade or not. And if shading whether to use hatching, smooth tones, stepped-tones, pointalism, dithering…
I don’t think you need to know how to hand render all of the traditional methods. But you must be able to recognize them if you want to translate the feel of a drawing to another medium.