Second week of Art Tests, I worked with my final design, first creating a model sheet for the human form...
I tried to take on a 3D modeler's perspective, as my character's in a loose patchwork coat, the body underneath would often be seen, so I presented that and a size comparison. I considered having the bag on a seperate sheet, but though it would be easier to have it all on a large image.
For the character sheet
I tried thinking more from a riggers point of view, butting bones in the beard for animation's sake. Some very loose sketches explaining posture and overall feel.
The twilight form, where my shopkeeper takes on the form of a seasnail...
The chest on the back I thought could use some different perspectives.
The character sheet here serves to illustrate the jokes to be had at its expense, expressions and player interaction.
The character piece, with of course some reference from yours truly, mainly for gesture and expression.
A line and block-in, I wanted to include the snail form and have some duality in the composition, but the forms being so different in shape, I couldn't find a way of having the two with it looking balanced, explored in very tough pencil thumbnails.
To the value and colour passes. I received some critique about focal point and value, the lighting needing to direct the eye, the gems needing to be pulled out a little more, so going back to the value layer and adding some highlights and experimenting mildly with a texture brush...
I was concerened this would obscure the character, but it adds far more mood. Im full aware environments should be something I practice in future, some texture studies wouldn't go amiss either. On to the next Art Tests!
After our Interactivity project and a week long game jam (that I missed due to some really horrible medical reasons, will deffo be catching up on that!) we were then set self directed projects, to practice the area in which we want to specialise in. I've chosen 2D concept art and focused on anatomy, using this project to practice rendering value and colour, as well as learning joins, bones and muscle groups.
I also did brief research into jobs, finding a junior concept artist role at EA, a concept art job at sega and internships at Jagex, King and Ronimo. Jagex were looking for people who are...
- Talented - and have a strong eye for form, shape and colour
- Proficient in Photoshop
- Able to work collaboratively within a multi-disciplinary art team to help bring environments to life
- Self-motivated, smart and a fast learner
- Interested in games
Whereas the junior role at EA...
A Junior Concept Artist's portfolio should demonstrate the following:
• Strong traditional art skills
• A strong ability to draw in perspective
• A strong ability to think in three dimensions
• Great use of light and shadow
• A good grasp of concept development and design
All demand brilliant technical skill and a mastery of the fundamentals, an eye for detail, knowledge of anatomy, architecture and lighting etc.
However, whilst looking through the plethora of roles in these big companies, it was whilst looking at the smaller companies like Compulsion Games makers of Contrast, Owlchemy Labs who're working on a great VR title entitled Job Simulator whose ethos is in the creation of "absurd and highly polished games" that I felt a much stronger connection to. Personally, I'd adore to work in a smaller, tightly knit group where my role would cover more than just one specific thing: being a general artist of 2D and 3D appeals to me, of course I couldn't find such roles advertised, but it's something I felt strongly as researching. Indie is where I feel I'd love to go! So I must definetly partake in Game Jams with friends and other groups, acquire much more experience!
So, I started to familiarise myself with human anatomy, starting with sketches looking into bones and muscle groups.
I also started practicing gestural drawing, something I'd like to make a regular habit, like a morning warmup!
I then moved onto value studies...
I also tried a colour study, my first time trying to render human skin! I've recieved critique suggesting use of slight colour burn for shadows as the colours are off, but I'll practice and refine further!
And another colour study where I started with value and used an overlay layer!
I need to work on getting things a bit more accurate, and this way of colouring I've heard is frowned upon, as one should actually use colours opposed to painting over; but I'd never tried and wanted to give it a go. I should've really attended some life drawing classes and perhaps tried a life painting! I did have a model booked but complications arose. I enjoyed scratching the surface of anatomy and know I've a very long way to go, but I'll practice and further my knowledge!