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| Concept Art Competition WIP (Forums : Pimpage & Posing : Concept Art Competition WIP) | Locked | |
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| Nov 20 2007, 7:06am Anchor | ||
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errr does anyone know if you can delete posts by the way..my last 3 ended up as seperate ones, because when i click on modify, it seems to post it as a whole new post Edited by: Bunnyjen |
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| Nov 20 2007, 7:16am Anchor | ||
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Bunnyjen: Quote:Don't feel intimidated by something that is simply painted well but is something you have seen over and over or isn't a particulary innovative idea.
yeah. agree. that was why i can't understand why people think that pencilwork is not good enuf. In fact it is. Your idea and presentation goes far beyond the medium. Pr0stSh0cker's for example. Stark black and white, crosshatching, comic book style... it's really good! Dragonlord: Quote:Definitely pencil over digital for concepts ( except for color schema tests ). After all it's a first stage work intended for other people in the work pipeline to operate on.
Pencil over digital for concepts? Do you think concepts now are just limited to background work? Not seen by the public? I think not. Look at HOMEWORLD 2. That was an awesome job. Speedpainting is incorporated into the game itself. Concepts are not just anymore references for modelers to work on. Concepts now are used INGAME (even fmv's like the hw2 cutscenes). Bunnyjen: Quote:The competition hast finished yet its only 12 lunchtime here in the uk there are another 12 hours left yet.
yes, but... INtense: Quote:We have received 47 entries so far so only the next 3 will be accepted.
EDIT: LOL bunnyjen. probably your computer/net acting up or something. modify works fine for me Edited by: AStepIntoOblivion -- Dreams of things that will never be, |
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| Nov 20 2007, 7:19am Anchor | ||
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Amazing works. Here is my final submission. And some progress shots: Best of luck to all. May the best entry win. |
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| Nov 20 2007, 7:42am Anchor | ||
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@ AStepIntoOblivion "yeah. agree. that was why i can't understand why people think that pencilwork is not good enuf. In fact it is. Your idea and presentation goes far beyond the medium. " Thanks that means a lot I think that concept art can be whatever you want it to be. I am a big fan of pencil work, and in fact i have always worked with traditional mediums...check out my website www.jenzart.co.uk the work on there is all work for the mod i worked on 'First Contact Planetfall' The only digital paintings are the one on the last page of my sketchbook and then the thumbnails below. The angel drawings and the manta ray are also hand drawn with pencil and inks. So i really do love traditional media. However i think using digital paintinsg is also a great way to portray an idea. The fact is that these days characters and environments are getting more and more complex. The modellers need a good base to build on and they need complex designs coloured etc. I think digital and pencil sketches are equally important these days....the sad fact is that you have very little time to churn out these ideas. When met with a dealine the concept artist muist deliver, no matter how they present it and often digitally is a lot faster. Mixing photographs with painting also seems to be common. yeah wow only two slots left! eeky! Edited by: Bunnyjen |
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Nov 20 2007, 8:29am Anchor | |
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AStepIntoOblivion: Yeah and not just Homeworld 2, they used speed paintings to great effect in both Company of Heroes and World in Conflict as well. Pr0stSh0cker: Very nice to see something in a different style. silent_wayfarer: Thank you! I like your piece, lovely textures, and great poses and definition on the soldiers. Nice story to boot too. Concept artists use different mediums for different reasons, you don't go all pencil all the time simply because you're a purist that way, there're right tools for a job. Now I'm not professionally trained, but personally and logically I'd use linework (which itself could be digital too) for more focused designs of vehicles, characters, weapons, and so on, and do painting (blocking colours, shapes and forms into a composition) when it comes to set pieces for mood, action, environment, etc. This could be a matter of preference too, you do not always have to start a piece with linework if you do not want to. How polished a piece ends up also depends on the objective at hand - any medium can be speedy or detailed, it's just when you choose to stop. |
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Nov 20 2007, 8:51am Anchor | |
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Godwin wrote:AStepIntoOblivion: Yeah and not just Homeworld 2, they used speed paintings to great effect in both Company of Heroes and World in Conflict as well.
People are really blurring the line between Concept work (a piece intended to quickly demonstrate the form and feel of the final product) and 2D final art (2D images used directly in the final product). While similar skills are used in both, the aims are very different. One is all about getting the important elements in as quickly as possible, for producers to validate and for final artists to work from. The other is for conveying to your audience a mood or setting. Please don't confuse the two. It's possible do to a piece which is great concept, but totally unsuitable for final use, and likewise a final piece that is useless as concept. Just because some art does fall into both categories doesn't mean that all pieces will! -- "lets say Portal is a puzzle game, so its a rehash of Tetris" |
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Nov 20 2007, 10:17am Anchor | |
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Dragonlord wrote:@Pr0stSh0cKeR: Similar style to Makkon ( just not as morbid
I used a number of them. Anyway, I think I made it in, I got a "goodluck in the competition" response. Holy piss that was close. Hahaha I spent a good week or two researching true-to-life military equipment for accuracy. If anything it's a concept with focus on the character and game environment. Yet, seeing all the other beautifully dynamic entries, I decided to make mine visually appealing as well. To achieve the stark visual drama, I wanted to depict a zombie FPS game with a close quarter melee combat style like Gears Of War and Dead Rising. Hence the rifle butt attack. What's shown in my piece is a possible "Alamo" game mode: Set in a city, two teams of a military outfit have to hold their own on a residential city block for a set amount of time (or one team only with game objectives, i dont know, haha). Both teams are across a street from each other, so they can observe how the other team is faring. On the street, there's a torrent of zombies that will continue spawning until the round ends (When the calvary/rescue arrives). A team loses when all members of their team dies or the zombies push into the residential tower they are supposed to defend The city blocks are set on post-modern urban landscaping to give the playing area a nice look and provide an uphill battle: plenty of high ground to retreat to, and a lot of places that are hard to defend. i.e.(http://www.toronto.ca/npsquarecompetition/images/plant-aerial-day-lg.jpg) But ya, that's what I had in mind in creating my concept art. SO IT ISN'T ALL PRETTY AND NO SUBSTANCE :> Edited by: Pr0stSh0cKeR --
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Nov 20 2007, 11:27am Anchor | |
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Gibberstein wrote:People are really blurring the line between Concept work (a piece intended to quickly demonstrate the form and feel of the final product) and 2D final art (2D images used directly in the final product). While similar skills are used in both, the aims are very different. One is all about getting the important elements in as quickly as possible, for producers to validate and for final artists to work from. The other is for conveying to your audience a mood or setting.
Please don't confuse the two. It's possible do to a piece which is great concept, but totally unsuitable for final use, and likewise a final piece that is useless as concept. Just because some art does fall into both categories doesn't mean that all pieces will! I could never have managed to say it any better; very nice post. As said nothing against digital media. For testing color schemes they are very useful. |
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| Nov 20 2007, 11:33am Anchor | ||
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Its important to understand that concept design and illustration serve two different functions. Concept artists of course communicate their designs and ideas through visual mediums (if I describe my idea verbally I have no clue what you are seeing in your head). Usually they begin with a series of quick thumbnail sketches that they pass on to an art director. Upon approval, they proceed draw and render the piece out to whatever degree asked of them. Whether the final piece of concept art is just a pen/pencil drawing or a full blown matte painting really just depends on how much information the piece needs to communicate. Nowadays in the gaming industry for example, the level of visual sophistication has increased to almost feature film quality, and the demands of the concept art are beginning reflect that. In concept art the emphasis is on *clearly* communicating your design, since it will be passed on to a 3D artist to interpret , whereas an illustration is an end-product the function of which is to narrate a storyline. The line between the two is often blurred because the success of a design depends on its relevance to the story. |
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| Nov 20 2007, 12:15pm Anchor | ||
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Nov 20 2007, 12:27pm Anchor | |
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Bunnyjen wrote:I wonder if people wil be able to click on our images in the gallery and zoom in..my pic and a lot of other peoples has quite a lot of detail when you look closely..might be a suggestion
most likely, I would like to see them without names as well, keeps them impartial, unless of course the person knows the exact work. Edited by: Spector -- snetErz.com - Web Design |
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Nov 20 2007, 1:27pm Anchor | |
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Gibberstein wrote:
Godwin wrote:AStepIntoOblivion: Yeah and not just Homeworld 2, they used speed paintings to great effect in both Company of Heroes and World in Conflict as well.
People are really blurring the line between Concept work (a piece intended to quickly demonstrate the form and feel of the final product) and 2D final art (2D images used directly in the final product). While similar skills are used in both, the aims are very different. One is all about getting the important elements in as quickly as possible, for producers to validate and for final artists to work from. The other is for conveying to your audience a mood or setting. Please don't confuse the two. It's possible do to a piece which is great concept, but totally unsuitable for final use, and likewise a final piece that is useless as concept. Just because some art does fall into both categories doesn't mean that all pieces will! I'm not sure why you quoted me there, did I seem confused about the vague semantics of the broad term "concept art"? Edited by: Godwin |
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Nov 20 2007, 1:33pm Anchor | |
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Dosn't the example on the first page of this thread show that concept art and "2d final art" are both welcome in this competition? Personally I don't really see that much of a difference between the two. |
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| Nov 20 2007, 2:08pm Anchor | ||
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well if they said they only wanted quick line drawings im sure they would have stated so, also since they are giving away two really nice computers I would assume they would want people to put some effort into it. When i do a concept for a vehicle or character i will usually do it in pen and ink first on paper, these sketches take 30 mins to an hour. The image I did for this contest took weeks and I choose to make a detailed image I dont understand why people need to be ripped apart for putting some effort into detail... Edited by: DamageINC |
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| Nov 20 2007, 2:32pm Anchor | ||
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Setting a mood for a pic, or showing the blunt design of a character, both of them fall into concept art. Quote:con·cept /ˈkɒnsɛpt/ Pronunciation Key - Show Spelled Pronunciation[kon-sept] Pronunciation Key - Show IPA Pronunciation
–noun 1. a general notion or idea; conception. 2. an idea of something formed by mentally combining all its characteristics or particulars; a construct. 3. a directly conceived or intuited object of thought. –verb (used with object) 4. Informal. to develop a concept of; conceive: Experts pooled their talents to concept the new car. Straight from ze dictionary, "mood" of a scenario is just as important as the design of a vehicle or character, it just depends what you're making the concept *for*, it could be a keyframe of an in-game cinematic or anything. I'm not trying to insinuate that you do not know much about concept art, the quote from the dictionary wasn't meant to be patronizing or anything. ^^; IMO, if the image is applicable to be a concept for something in game production, in this case most pics are, and the artist hasn't really done that sort of work before... then it's all good. |
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Nov 20 2007, 4:00pm Anchor | |
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@Godwin - yours was just the most recent, so I took that as the starting point for my point. I could have used a better example in hindsight. @BlightedArt - I'm taking my definition straight from people in the industry. That beats dictionaries in this context @DamageINC - My point is valid for the title of this whole contest as much as any discussion in this thread. It is very misleading. If you are hired as a concept artist in a commercial game dev studio and you take weeks on one piece, you won't keep you job for very long. Now I don't want to sound like I am putting down anyone who has used the time available to add polish to their concept, but there has been a risk in this competition that the main purpose of concept art has been lost in the rush to out-do each other in artistic techniques. Maybe the contest could have had a better name? -- "lets say Portal is a puzzle game, so its a rehash of Tetris" |
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| Nov 20 2007, 4:01pm Anchor | ||
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often time when it comes to casual concept art i desperately wish that i could devote myself to simply the idea behind the piece, and not silly things like rendering and light sources etc... however, in my almost weekly participation with conceptart.org's industrial design of the week activities, its usually those exact things that win. sometimes i will stick to my guns and go for what i believe to be a killer design decision or mechanic, only to be poll raped by lenze flarhhh, but honestly, all this has done is made me strive to do both. i expect the other contestants to really bust their ass on the renders and low and behold, its something i need to get better at! you gotta just drop it, and ultimately its up to the judges and peers to decide what they think the best blend is. that being said, often a perfect render of a dead and beaten horse of a cliché will send up flags, and often times won't win... or in my case i won't vote for them out of principal -- michaelkingery.com |
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Nov 20 2007, 4:07pm Anchor | |
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If it makes you feel better, I can't remember ever seeing a professional piece of concept art that has featured lens flare -- "lets say Portal is a puzzle game, so its a rehash of Tetris" |
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| Nov 20 2007, 4:12pm Anchor | ||
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i say lens flare to mean nice shiny bling kinda stuff... -- michaelkingery.com |
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Nov 20 2007, 4:40pm Anchor | |
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Point still pretty much stands. If the shiny gets in the way of speed or clarity then the shiny loses out -- "lets say Portal is a puzzle game, so its a rehash of Tetris" |
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| Nov 20 2007, 5:03pm Anchor | ||
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Quote:@BlightedArt - I'm taking my definition straight from people in the industry. That beats dictionaries in this context
... =P Good point. Edited by (in order): BlightedArt, BlightedArt |
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| Nov 20 2007, 5:07pm Anchor | ||
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Gibberstein wrote:@Godwin - yours was just the most recent, so I took that as the starting point for my point. I could have used a better example in hindsight.
@BlightedArt - I'm taking my definition straight from people in the industry. That beats dictionaries in this context @DamageINC - My point is valid for the title of this whole contest as much as any discussion in this thread. It is very misleading. If you are hired as a concept artist in a commercial game dev studio and you take weeks on one piece, you won't keep you job for very long. Now I don't want to sound like I am putting down anyone who has used the time available to add polish to their concept, but there has been a risk in this competition that the main purpose of concept art has been lost in the rush to out-do each other in artistic techniques. Maybe the contest could have had a better name? Yeah often in the industry you wont have anywhere near this amount of time...I worked in a small games company for a few weeks over summer, before i started my uni course..it was just lucky timing because they needed a few concepts at that point..but i was producing a concept and painting of it every day-2 days. Often i would sketch up to 5 characters in a day too. I think aslong as it doesn't just become about the skill then its great...too many games are well polished and look shiney and plastic these days..perhaps it goes back to the concepts? I love great graphics, don't get me wrong but i personally prefer older games like Shadow of the Colossus for its rawness. It is a bit grainy and a bit rough, but i prefer the look of that
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| Nov 20 2007, 5:20pm Anchor | ||
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i just dont understand why we need to get tied up in all this technical crap, just draw |
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| Nov 20 2007, 6:59pm Anchor | ||
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Nov 20 2007, 7:33pm Anchor | |
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How comes you DamageINC are the only one scratching at others in this topic? Discussion means talking about a topic from different points of views in a civilized manner not trying to muffle other peoples opinions with the very same line three times ( or maybe two, stopped counting ) in a row :/ Gibberstein hits nail on but Bunnyjen has valid points too. |
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