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/ic/ - Artwork/Critique

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>> No.3077414 [View]
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3077414

>>3076749
aw thanks anon, sending 'making it' vibes your way too

>>3076764
didn't look at his hand movements, unfortunately, but i asked a lot of questions over the course of the days

some of what he told me:

he didn't go to art school and self-taught himself around 20something years old with stuff like nathan fowkes schoolism coures and gnomon vids.
i was surprised how many names i recognized from this board's favourites. like claire wendling and mullins and so on.

the program 'sketchpad' has a built in perspective tool. he uses it a lot when planning environments, then he takes the guidelines and puts them into photoshop to paint the actual picture over. apparently he had a ton of enviroments to churn out in a short space of time and this isn't uncommon

but you should still learn perspective. tools, not crutches.

listen to concept artist interviews, they usually list off their favourite artists and then you have some new guys/gals to look up

he usually spends one day on a linework and another day painting it, at least the environment stuff he showed me

when painting a study, paint zoomed out so you can get the overall thing right first

go to video game networking events, people can't hire you if they don't know you exist

finished stuff has more impact than a sketch, and normies often do not realise the amount of skill a sketch takes unless you slap some polish on it

he uses photoshop's coolorus tool and likes it a lot

an artstation account is worth getting

there aren't a lot of concept artists, proportionately, compared to everyone else(animators, designers, etc) in a video game studio.

freelance pays a lot more because you charge by the hour, but it's also more inconsistent and that and the anxiety makes up the difference

it's over now but i had a lot of fun!

>> No.2095148 [View]
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2095148

>>2093542

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