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Lexy's Art Tips

V

Oldschool DMC fan
A couple of members have been asking me for some pointers on digital art and using different programs for art effects, so
I thought I'd make a thread in here for any questions anyone might want to ask about art or art techniques in general, so everyone can see, and I will try to help point you in the right direction if you need guidance on something. I'll try to answer everyone if they have a query. Please just bear in mind I'm not on here as often as some of you guys, so it may take a short while for me to reply, but I'll check the thread when I log in.

If you're wondering what sort of art experience I've got, or what kind of questions you might be able to ask, this is what's on my résumé:
I began professional concept art and cover work in 2006.

Since then I've worked on a variety of projects for a wide selection of clients, including Ascora Games, Imagineer Games, Conquest of Arthenia, and Sunpenny Publishing and Pentacle Magazine (and others).
My work includes book covers and illustrations, webgraphics, concepts and in-game art; and designs for LARP, board games, graphic novels, prop designs and indie films.

I studied illustration (BA) at Coventry University in 2007 and multimedia computer systems (BSc) at Liverpool John Moores University in 2004.

I currently work freelance as a designer, illustrator and sculptor.

So then, any questions about digital image editor programs to get certain effects (the main ones I'm using at present are Photoshop CS, Corel Painter IX, and Google Sketchup) are more than welcome, as well as anything about painting or drawing in watercolours, inks, acrylics or oils, and especially about sculpting in polymer clays. Also, some aspects of Japanese woodblock printing are my hobby.

Or, if you have a question about anatomy or creature or character design, or if you are are asking for a critique of a picture's anatomy or design, I can give you one. I know what the film and games industry looks for in designs and concepts, and I do help out a few friends and online folks with working toward that industry in their portfolios and what should be in them.

Feel free to ask if you have any burning questions. I won't eat you. :3
 

Richtofen

Nein, not ze puppies!
Premium
You do graphic novels? Do you do them traditionally or digitally? What references do you use, books/wooden manniquins?

I'm only 18 but I'm wanting to get into the field of doing Concept art/Video game design, sequential arts:comic books and graphic novels. I'm just a nooblet but any tips to get me in the right direction would be much appreciated :)

Thanks in advance ^_^
 

V

Oldschool DMC fan
Faustinasa;283775 said:
You do graphic novels? Do you do them traditionally or digitally? What references do you use, books/wooden manniquins?

I am working on two graphic novels at the moment, although they are not with major publishing houses but are independent projects, and they are going at quite a relaxed pace. I've had several offers to work on more but I can't take on any more than this given that I'm also a designer/illustrator/sculptor for the rest of the time. The problem with independent graphic novels is that the author(s) don't always know if they're going to be picked up by a publisher, and so they can't offer the kind of compensation that a big publishing house does. And so the projects go along slowly and sometimes never make it to any publishing house at all.

In my case, I'm not actually drawing the pages, except for a small dream-sequence in one, probably no more than 6-8 pages, and the rest of the work is helping with the concept and character designs of the 'gods'.

I do the drawing by hand on paper, and then to all the colouring and editing digitally. I'm now practiced enough that I can draw human and animal forms without needing a reference most of the time, but when I do need a reference I tend to use books or something like http://www.posemaniacs.com/

I'm only 18 but I'm wanting to get into the field of doing Concept art/Video game design, sequential arts:comic books and graphic novels. I'm just a nooblet but any tips to get me in the right direction would be much appreciated :)

Thanks in advance ^_^

You can get into comic art and graphic novel work easily enough without any sort of formal qualification, if you can show good work in a portfolio. Although I should mention, if you're wanting to work for a big comic publishing house (rather than indie projects like me) they tend to employ different people to do separate parts of the comic - pencillers do the drawing, inkers ink the drawing over in black, colourists colour the inked pages... and there are a couple of other positions dedicated to the process. So you won't be doing the whole thing yourself. If you work on an indie project however, you might end up doing more than one stage, possibly all stages, depending on the contract. So it's up to you which stage you'd want to specialise in, or all stages. Or you could just write and draw your own graphic novels or comics, and if they are good enough a publisher will publish them. There's a lot of competition for the attention of big publishers, though.

Concept art/video game design. Okay there are two routes: just being good enough to be picked up by a studio (rare! they will nearly always pick a person who is both qualified AND good enough over someone without qualifications for a permanent full-time position). I've worked on small-time indie games but only on small contracts - game companies will contract out to freelancers if they have too much work on, but they aren't likely to keep those freelancers on) and my qualifications are not geared toward the most direct route into the industry. If I wanted to get in and be permanently employed by a game studio, I'd go for a videogame-based qualification at degree level first. My most relevant qualifications would be my Multimedia Computer Systems degree and my Graphic/Design and Illustration degree. The former was only 3 modules different from the Computer Game Design degree, but having that as the degree would be much more helpful if I was attempting to enter the industry as a graduate, because that particular course gears the final year toward a consideration for game design. Game makers like to know you have some ideas of the pressure and constraints of working in the industry - so in an ideal situation you'd be a graduate of some form of game-related degree AND have worked for several indie games (you can find and get these jobs out there on the internet easily enough if you have a portfolio that is suitable).

Most game companies will not take on someone who is not a graduate of a relevant qualification, and they will not take on someone who can't demonstrate their artistic ability. So if this is your chosen career path, you need to get yourself on a degree course related to games design, and you need to look at the quality and bearing of the concept artwork currently used by game companies, with a view to making a portfolio of your own that matches that quality and functionality. Remember that concept artwork has to be accurate enough for game artists to build models from, so include technical concepts to show you know how to draught to scale, and how to make turnarounds. A quality selection of the fully-rendered 'prettier' artworks that might be used for box covers, plus several technical drawings of ships or vehicles or indoor environments, plus several creature and character concepts and outdoor environments should suffice (all but the turnarounds and technicals should probably be in full colour).

You will need to show your competency in drawing efficiently (fast rather than slow), and your ability to draw a wide range of objects, indoor setups, outdoor environments, humans, believeable aliens and creatures, believeable vehicles and ships and so on. For a good example of someone who does all of these things to an acceptable standard (although his humans seem to be his weakest point) check out Feng Zhu. He has enough good all-round drawing ability in his portfolio to have landed many jobs with big companies, and 'industrial' designers (his strong point) are in high demand... but it's always best to have ability in drawing all of these things to get yourself picked for employment.

http://www.fengzhudesign.com/

For an example of what the average game company wants from their concept designers, check out this page:

http://www.bioware.com/bioware_info/jobs/art_portfolio/
 

Richtofen

Nein, not ze puppies!
Premium
Thanks Lexy :) I'll be sure to try what you've said and suggested...I should get a move on and draw, draw, draw!:lol:

Yeah, I figured the concept art/Video game design is heavily in demand and such. That's why I'm wanting to go to a college that offers that course...but yeah, to get in I have to draw a variety of things. Now that I have a better view of what is expected...now I can try to practicing the requirements to build a portfolio over time:)
 

V

Oldschool DMC fan
No problem.

Yep, the best way to improve quickly in drawing ability is to make sure you draw something every day - even if it's only for half an hour or an hour each time - and try to ensure you're progressing and not sticking to a comfort zone. Try to outdo your last drawing with each new one. And do try to make some really good pieces that you can use to show your ability with form, perspective and colour.

My boyfriend is currently in the process of trying to compile a portfolio for the same reason as you, and he is starting from scratch with anatomy and basic drawing techniques. Some useful training materials are things like http://the-structure-of-man.blogspot.com/ for human anatomy, and ConceptArt.org (and their associates Massive Black and the Gnomon Workshop) and CG Society are always churning out training materials you can get on DVD, which are geared for the concept art and game/film industry fields.
 

Richtofen

Nein, not ze puppies!
Premium
I more or less just have an organization problem...I look at the big picture too much instead of focusing on what needs to be done first. Everything you've given me is a great start and I truly appreciate you giving some of your time to give out helpful tips :)
 
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