Hi! I hope it's ok to post traditional stuff :) Here are some modeling attempts I made with modeling clay. Any C&C are more than welcome: Thanks for looking :)
I would say since coming to art school, and learning more traditional fine art skills, my work has become better. However I wouldn't say that the majority of my training has consisted of "Traditional" skills, because for the most part my sculpture classes focus more on conceptual design. Although I also take classical…
Usually when they say '2D background' they actually really simply mean 'traditional'. They dont mean concept Art necessarily. More drawing, painting, sculpture etc. Strong traditional Art skill. And yes, putting some commitment into that would definitely improve your skill all round as a computer graphic artist.
artmachine: Thanks im flattered Kite: beautiful haha he looks so dissaproving Rollin: these are great, love the shader Nrek: nice work man! traditional sculpture in digital is very interesting! -Woog
Even though , brwnbread compares cabbages with apples , he has a valid point. Take painting and photography : painting revolutionised itself when photography became viable. Take sculpture and 3d printing + scanning : ( and by sculpture i mean portaiture and the kind of sculpture you use for ornaments or busts , not the one…
I like where the mount is going, the only thing I might say would be curl the mane more like traditional Chinese sculpture, but not too much, maybe just towards the ends http://upload.wikimedia.org/wikipedia/commons/d/da/Forbidden_City_Imperial_Guardian_Lions.jpg
I wouldn't HAVE a "Game Art" degree, I'd have a traditional fine arts degree with an emphasis on painting and sculpture, and a double minor in applied mathematics (linear algebra and geometry) and computer science. The 3D specific instruction I'd get, well, here.
That I kind of find not so true. A good humanoid character artist is pretty rare. Many that haven't taken traditional art figure and sculpture courses can be phenomenal at props like weapons and vehicles and make freaks for characters. Just go over the cgtalk or cghub and look at some of the gallieries.
I have to second this. First get the overall proportions and shapes settled, as primitively as you can, then move on to the next level. This workflow pretty much works for everything in art I suppose, be it a low poly model, a sculpture (either traditional or digital) and even paintings. Before you detail anything you…