These are some simple silhouette drawings for the project we were all set. I covered the bottom three using tone and shading. The top three are completely black and are used to be completely descriptive fully black drawings. Creating a piece of concept art can at some points be extremely difficult and challenging to do. there are lots of various ways of creating a piece of concept art but creating silhouettes is one of the easier ways of giving the artist a good stand point to start generating ideas. In a normal studio there would be hundreds of silhouettes created for a section of a game. The importance of silhouettes is that they have to instantly look like what you're trying to create, for example, the bad guy or the vehicle to ride on. The reason why silhouettes are a very good way of creating ideas and concepts is because when you first create them they only have to be very quick, simple sketches. They can even be created as quickly as a few seconds put into it. Some don't have to even be blocked out as to create an idea for the viewer and yourself, they can be as basic as line drawings.
My College work in ED Games Dev
Monday, 22 October 2012
Concept Artwork
I will try and post all of my work which I will be doing on Concept Art on this post.
Monday, 8 October 2012
Perspective Drawing and Composition tips
Perspective Drawing and Composition tips
Monday, 24 September 2012
Tone and Value
This is a piece of concept art I have taken from the game Torchlight 2 and then I have grabbed all of the colours used in the piece and put them to the side of the drawing. |
This is to show shading and shadow on standardized 3d shapes. |
This is showing the variation in shades and tints. |
I have highlighted the different areas to show where the
depth is and what is at the same level with what.
Green = Foreground
Red = Behind Foreground
Yellow = Immediate Background
Blue = Far background
The further away something is changes how strong the colours
are of that specific piece of scenery due to the value being of a lower quality
than the value of the foreground.
Tuesday, 18 September 2012
My summer 2012
Over the summer the class was given a project to produce a piece of concept art about a segment from a book.
The segment is as follows~: “In our little fishing village of Yoroido, I lived in what I called a “tipsy house”. It stood near a cliff where the wind off the ocean was always blowing. As a child it seemed to me as if the ocean had caught a terrible cold, because it was always wheezing and there would be spells when it let out a huge sneeze – which is to say there was a burst of wind with a tremendous spray. I decided our tiny house must have been offended by the ocean sneezing in its face from time to time, and took to leaning back because it wanted to get out of the way. It would have probably collapsed if my father hadn’t cut a timber from a wrecked fishing boat to prop up the eaves, which made the house look like a tipsy old man leaning on his crutch.”
My final piece of work -
The segment is as follows~: “In our little fishing village of Yoroido, I lived in what I called a “tipsy house”. It stood near a cliff where the wind off the ocean was always blowing. As a child it seemed to me as if the ocean had caught a terrible cold, because it was always wheezing and there would be spells when it let out a huge sneeze – which is to say there was a burst of wind with a tremendous spray. I decided our tiny house must have been offended by the ocean sneezing in its face from time to time, and took to leaning back because it wanted to get out of the way. It would have probably collapsed if my father hadn’t cut a timber from a wrecked fishing boat to prop up the eaves, which made the house look like a tipsy old man leaning on his crutch.”
My final piece of work -
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