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/ic/ - Artwork/Critique


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3577319 No.3577319 [Reply] [Original]

How do I learn to generate interesting concepts in my head and translate them to paper?

>> No.3577322

>>3577319
ctrl+f4

>> No.3577323
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>>3577319
shapes.

>> No.3577338
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>>3577319
>how do i be creative

>> No.3577364

we had this discussion other week. shame it fell off and my thread watch died.
maybe in the archive. the one with the chairs op image.

>> No.3577371

Watch some things by Feng Zhu, also check out the book Skillful Huntsman or In The Future, both b Design Studio Press, and The Foundation Patreon.

>> No.3578889

>>3577323
where do you lean this Comic book'ish art style?

>> No.3578904

Try this thing called concept farting. Put your ass up to whatever drawing surface you are using and shit out ideas. That's it. It's that easy. This is the literal shit pros are hiding from you.

>> No.3580678

>>3577319
Real concept art looks like shit. Most folks take key art or promo art as concept art, but that's them buying a strategy from the publisher to create appealing pre-content to get the audience hooked.
Concept art looks like shit because its just the action of drawing ideas FAST to get a lot of stuff to pick from the art director. Most of them are discarded, and the criteria used is the same as for taking pictures; you take A LOT and then select the crop of the crap to then select the creme de la creme.
here is an exercise for you:
1) Think of an object and describe it in WORDS the best you can as you picture it in your head (write it down)
2) Define a number of variants or options you want to produce.
3) Set yourself a time limit and stick to it.
4) Draw within the time limit following the directions you have written down. Remember that at this stage quality is not a concern, focus on readability, design and time efficiency.
5) DRAW.
6) After you finish, survey your freshly created content and take note of what things went well, what went not so well and how would you do to improve your end result given the tools you've used, the method and anything else you can think of.
7) repeat all steps taking into account what you learned from step 6.

Do this every day and within a year you will be a hireable asset.
Self criticism, low attachment to your work, team feedback dynamics and practice will take you a long way.

>> No.3580726

>>3580678
This guy gets it

>> No.3580731
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>> No.3580732
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>> No.3580733
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>> No.3580734
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>> No.3580735
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>> No.3580736

>>3580732

lmao that rapier on the right

>> No.3580737
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>> No.3580739
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>> No.3580740
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>> No.3580743
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>> No.3580769

Concept art literally just means "idea art" - so yeah, concept artist is the idea guy essentially. That's why having a good visual library, reading books is so important, you get exposed to many new ideas. So read a lot, study things like obscure animals and bugs, architecture, watch documentaries and movies, visit museums. Anything and everything, it helps. The DK Eyewitness books have got a lot of stuff to reference and study from. Watch this video by Feng on visual library to learn more https://www.youtube.com/watch?v=dnflBERf2zM

Also watch his video, I think it's the one "Learning on Your Own" or "What to Draw", where he talks about how you should study.

His channel is a pretty good resource for concept design. These are also pretty good resources:
https://gumroad.com/foundation_patreon
https://www.learnsquared.com/

>> No.3581251
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>> No.3581252
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>> No.3581254
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>> No.3581258
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>> No.3581259
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>> No.3581264
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>> No.3581267
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>> No.3581303

>>3580740
wow how does he make that effect with the cut off shadows? it looks so plastic

>> No.3581364
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3581364

not really sure

>> No.3581375
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>> No.3581376
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>> No.3581464

>>3578889
limit to 2 zones: zones in light, and zone in shadow, then draw high contrast in the light zone, and low contrast in the shadow zone

that's literally it

>> No.3581537

>>3581303
He probably uses the lasso tool to make selections, he can have the smooth edges but still have clean cut off points that way

>> No.3581672

>>3581537
thanks I was thinking that as well

>> No.3581866
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>> No.3581881
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>>3577319
>concept art
is this still a real job? why are the people doing it somehow less innovative than regular artists?

>> No.3582456

>>3581881
1. because they are dependent on clients
2. who says an artist cannot be both concept and "regular"

you have obviously no idea about the branche, lurk moar

>> No.3582466
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3582466

>>3582456
concept art is more like a dumbing down of regular art for business clients that are too stupid to appreciate artwork. otherwise there is no need for them to exist. art culture already has an abundance of 'concepts' that remain untapped. you only have to spend a brief moment with an intact imagination to see the truth in this.

there is a reason why every field including those in stem and engineering treat the idea man as a total joke. because it is.

>> No.3582511

>>3581881
long story short because clients don't really want originality. this is a product making business, where millions of dollars are spent on the game which makes everyone want to play it safe.

>> No.3582521

>>3582511
isn't that anti-art then? you'd have more success hiring someone with less artistic knowledge than one with.

>> No.3583868
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>> No.3583870

>>3582521
Feng Zhu talked about this that sometimes these artists are brought on also for marketing purposes.
Say a studio will hire someone like Syd Mead, or Daniel Simon or some other famous designer, they can then use that name to market the product.

>> No.3583888

>>3577323
do you think he used ref for this one?

>> No.3584190

>>3577319
Photobashing took away all my interest in the concept art industry. It’s so soulless and derivative now.