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/ic/ - Artwork/Critique

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>> No.3582798 [View]
File: 10 KB, 645x773, wodak.png [View same] [iqdb] [saucenao] [google]
3582798

>>3582431
that book was a fire-starter in the concept art industry when it had came out

>> No.3451040 [View]
File: 10 KB, 645x773, wodak.png [View same] [iqdb] [saucenao] [google]
3451040

>>3450974
>bridgman
you had one job, and it wasnt that eastern european lego machine. i spent a year copying his stupid shit.

>> No.3136748 [View]
File: 10 KB, 645x773, 1502033225148.png [View same] [iqdb] [saucenao] [google]
3136748

>try drawing
>some part of my brain goes dull
>stop drawing
>dont feel bad or anything
>just forget i even started drawing
>resume normal activity like 4chan or youtube

Should I get a cat scan or something

>> No.3113299 [View]
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3113299

What is the process to preparing a game art portfolio WAIT dont tell me to fuck off yet - what is the process behind building up character or settting designs?

I've got an architecture school background, and there is always a process to designing things. You bring a barebones sketch or render and communicate the main ideas to your professor, and they'll give you some more ideas or tell you to redo it, and you add on little by little. And soon enough you'll have everything in place to work on a final building model and everything after is just nitpicking until the final presentation.

Is there... something like that to game art design? Some kind of progress? Because I'm currently just sketching in pencil and I have no idea how to.. inject professionalism, inject craft and time into these sketches. I don't even know what programs to turn to, fuck.

Help me out please? I'm already out of school, I don't know anybody who is in this field.

>> No.2978971 [View]
File: 10 KB, 645x773, 1485087393159.png [View same] [iqdb] [saucenao] [google]
2978971

>>2978970
>tfw

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