Qs & Discussion | Concept art from a 3D artist's perspective; what makes it "bad", how to deal w/ it


#1

Hey guys!

I’ve posted this same topic over on Polycount, I’m looking to get as many answers and hear about as many experiences as I can, so reposting here. Would really appreciate any responses!

So I’m currently working on my thesis and have found it to be incredibly difficult to find literature (read: articles, blogs, forum posts, videos) on the topic of the 3D artist’s perspective of concept art, and what makes good concept art to a 3D artist. And, in addition to that, how do you deal with concept art that isn’t up to certain standards and doesn’t tell you all you need to know about the design. (note: I’m also coming from a 3D artist perspective, I felt in a previous discussion I had with someone they thought I came at it from a concept artist’s perspective, just making sure that’s clear)

Granted, I have some ideas and some knowledge on what would (and does) make good concept art, however! I would love to hear from some of you guys, what, in your opinion, makes concept art “good”, or otherwise, “bad” to work with. (note the quotation marks, this is not meant as an insult to concept artists, just an oversimplified way of describing useful/unuseful concept art) The main question to this thesis is as follows, to give you a better idea of where this is going:

“How can a 3D Character Artist translate and adapt the style and design of the concept art to that of a project?”

The answers to this thread should help me get to answering this question through practical research and create somewhat of a guide, or at least formulate a properly researched conclusion. Although this is definitely focused on the Character Artist, environment artists’ thoughts are appreciated too!

If you have any experiences working with concept art that wasn’t stylistically accurate to the project, or otherwise unclear in terms of design, please tell me all about them! It would really help me to hear from different people with potentially different outlooks (freelancers, in-house, outsource, etc - I also appreciate hobbyists thoughts on this, or otherwise from the perspective of doing a personal project based on a concept you “found”).

With that said, I have a couple of questions that I would really appreciate answers to from people’s personal (or I guess professional!) perspectives:

What is most often the issue with concept art you have to work with?

How do those issues affect your work(flow)?

Do you have any solutions or methods to deal with style inconsistencies or unclear design? (for example redesign in 2D, gathering references, etc, any practical “diy” solutions/methods)

Do you have any methods of translating/adapting style of concept art to a different style in 3D? (this question takes a bit of a different route, but it’d be helpful to hear some thoughts on this!)

Lastly, if you know any resources that tackle this topic, please let me know! I’ve found Baj Singh’s Linkedin article on the topic, more so geared towards concept artists and how they should present their design to make it useful to a 3D artist, though it shed a light on some issues!

Thanks so much if you take the time to give your input! Any experience, input, thoughts or opinions are appreciated! I’d love to start a discussion.


#2

First of all I am not a 3d modeler. But work with them everyday.
Most of the time 3d models do evolve a bit from the concept art.

The key ingredient actually is the Art Director.
-he/she is who you have to please in the end.
-he/she clarifies what they want detail-by-detail at all stages of approval.
-when there is departure or refinement from the concept it is because they want you to. The best one’s I know of used to be concept artists themselves-so if you are unsure what they mean they will sketch it for you on the spot.

Basically if the project has badly executed concept art and no or bad art direction ya might not wanna do it. :face_with_raised_eyebrow: