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/ic/ - Artwork/Critique


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File: 169 KB, 1200x867, lionking2019.jpg [View same] [iqdb] [saucenao] [google]
4215011 No.4215011 [Reply] [Original]

What's the point of making this kind of painterly concept art that are essentially illustrations when the end result of the film is just drab CGI photo realism? Seems like a waste of time and money.

>> No.4215027

>>4215011
Well... no, I mean, it's still important as far as for the general tone of the movie, what will the characters, environments look like. I don't think it's obsolete. Sometimes CG or FX artists don't have the artistic sensibility of conceptual ones, and they need imagery to support their work!

>> No.4215029 [DELETED] 

>>4215011
The paintings are near photorealistic because the film is intended to be photorealistic. Not every concept drawn or painted is taken to this level. Besides the time and money it takes for a single artist to make more polished concept art like this is a drop in the well compared to how much time and money it takes the rest of the studio to model and animate the film inspired by the concepts.

>> No.4215031

>>4215029
Also this

>> No.4215036

>>4215027
They literally could just have made the concept art with posed Daz 3d lions with some rendered lighting and some overpainting. None of the artistic flair seen in the concept art is in the movie.

>> No.4215042

>>4215011
More polished concepts like this are supposed to give an idea of how the movie will actually look, photorealistic while establishing tone and feel of certain scenes.Not every concept drawn or painted is taken to this level.

Besides the time and money it takes for a single artist to make more polished concept art like this most likely a drop in the bucket compared to how much non-2d artist manpower it took to model and animate a single character in this film.

>> No.4215050

>>4215042
Well then could have just used stock 3d lions with cheap renders and some photobashing. To be specific, what value does Ruan Jia's particular way of rendering rocks give? It adds nothing and is waste time, except for maybe as promotional concept art or whatever.

>> No.4215073

>>4215011
>>4215050
be happy theres job for digital painters and stop complaining. you wish you were painting rocks for disney, boy

>> No.4215075

>>4215050
Ah yes. It's MUCH easier to model an environment and sculpt a bunch of characters than draw one image.

>> No.4215077

>>4215011
most "concept art" you get to see is actually promo art made to promote the game

>> No.4215087

>>4215075
It is faster if you have rigged models to pose.

>> No.4215096

Because the client is more often than not a complete bellend.

>> No.4215125

>>4215087
You missed the point. You don't have these models to start off with.

>> No.4215130

>>4215125
this. people who do 3d models rarely design the character, do ya all think a dude that sculptus head in zbrush is the same person who designed that head in the first place? also ruan probably did many rough concept sketches for them and just rendered 2 pieces, its not like the concept artists goes nuts on all 50 concept pieces they were commissioned to do.

>> No.4215134

>>4215125
There are plenty of generic lion models.

>> No.4215225

>>4215011
... anon, like .. ever heard of storyboards? The director requests specific scenes in a specific tone and mood.. a good illustrator, or storyboard artist at that, creates a striking scene that captivates such a feeling.

>>4215050
>>4215075
>>4215087
>>4215125
you're all missing the point. The mind's wild concept always looks and feels better than the finished product, after all the finished product get's filtered through many different hands, viewpoints, representations, bias, etc. and if your team is mediocre, it will show.

and yes there are plenty of HQ savanna photos, scans, etc, and plenty of models. But how are you expecting to hold a specific feeling in your mind as well as forwarding it to your team in a motivating way with just some plain 3d models... you gotta keep the message fresh, inspirational and unyielding for the duration of 2-3 years since that's usually how long you and your team will be working on it, daily. Looking at ruan's examples, it takes just one glance to play the whole scene out, in full color and mood, even with an musical undertone.

Another example would be the guy who does all the Nier franchise soundtrack, he only starts composing after getting concept art of the project so he can visualize the world and it's setting, and what kind of mood the atmosphere and story will carry.