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Environment concept art

Rokugan
polycounter lvl 7
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Rokugan polycounter lvl 7
Hey guys

I wanna say that concepting and 2D is not really my thing or what I'm aiming for but I decided to integrate my studies with some concept art drawing to gain more basic knowledge and to improve my texturing skills.
I would love to get some critique to improve in future works!

This took around 1 hour

dragon_rock_by_robertogatto-d6t5bml.jpg


This took 30 mins

59FoU.jpg

Replies

  • Isaiah Sherman
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    Isaiah Sherman polycounter lvl 14
    Fundamentals and time. You need to focus primarily on composition at the moment.

    Don't state the time of completion if it was only 30 minutes or an hour... then they qualify more for speed paint practices than concept pieces to be used by production artists of all kinds.
  • Dibbz
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    Dibbz polycounter lvl 4
    I'm not so sure covering the focal point of the image with fog is a good idea. If you are trying to add depth don't be so harsh with it, it's killing all the work you've got behind it.
  • Rokugan
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    Rokugan polycounter lvl 7
    Thanks for the feed guys.

    @Isaiah yeah this actually were speedpaints, I started them as I am following along the speed painting course by digital tutors. I really should focus on fundamentals but I don't wanna deviate too much from 3D (that is my main goal)

    @Dibbz you are 100% right, I hate that foggy messed up look myself
  • Isaiah Sherman
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    Isaiah Sherman polycounter lvl 14
    Rokugan wrote: »
    I really should focus on fundamentals but I don't wanna deviate too much from 3D (that is my main goal)

    This is wrong on so many levels. The fundamentals are the only thing that matters in all forms of art. 3D is nothing more than a tool, no different than a pencil, sculptor's clay, or crafts.

    The more you learn the fundamentals the better your art is regardless of the tools you use.
  • noHero
    I'd recommend watching a few of these, probably ep1,3,6,9 and 15 to start.

    [ame="http://www.youtube.com/watch?v=1McYZX6KScg"]EPISODE 1 Shot Setup part1 - YouTube[/ame]
  • Rokugan
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    Rokugan polycounter lvl 7
    I see your point, could you give me some advice on how to focus on fundamentals tho?
    Cause when I look around everything is very specific on certain tasks and arguments (modeling, texturing, concept art and so on)

    EDIT: thanks noHero! Didn't saw your message cause I was posting.
  • Isaiah Sherman
  • Rokugan
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    Rokugan polycounter lvl 7
    Thanks for the links guys. After reading and watching some of those I feel like I have a very very long way to go. But I don't plan on giving up anytime soon.

    Next thing I wanna show you is a quick study of depth trying to avoid fog completely.

    5cAIB.jpg
  • MikeSeguin
    That's just the thing, 'fog' will never go away completely. Though the air we breathe is extremely transparent, it's not 100% so. There is always refraction going on in the air, which is why things become more obscured and bluish the further away something is.

    It's one of many neat things I keep in mind in order to give the illusion that my art isn't utter ass. (I'm never happy with anything I paint.)

    Also, Ambient Occlusion and Cavity Occlusion aren't something just limited to 3D textures... as far as I'm concerned, a solid understanding of AO and CA gives any painting almost twice the believability right away.

    Consider the lighting: The more at an angle something is with the light source, the less light it receives, so the more (sometimes subtly, but still detectable) darker it becomes.
  • Rokugan
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    Rokugan polycounter lvl 7
    Thanks for the precious advices Mike! I will keep them in mind :D
    As for now I'm really trying to understand composition in term of pure shapes,values and perspective.

    5e7oj.jpg


    5e9J3.jpg
  • LANKUS MAXIMUS
    Your new images are nice. Massive improvement on the previous paints.

    All because of your composition. With the previous three, You have fallen into a very common approach that is used by artists when learning to paint. One that i myself had adopted. And that's the flanked composition approach. It feels natural to just border the shot with some forground details on each side, much like a theater curtain framing.

    nohero made a good shout with those videos. Some of Feng Zhu's work can help a lot when it comes to working on your layout and fundamentals. Think on what kind of shot you want to achieve before you start painting stuff. Then establish a working layout with some primitive shapes and work from there.

    And try to create a few thumbnails, always helps me. Then choose aspect's from each thumbnail that you like and combine them. That method helped me a lot while i started to learn digital painting.

    You're progressing nicely. Head over to the Sketch thread sometime and join in with the facebook spitpaints group. Small, short timed paints that might help you out too.

    All the best!
  • Rokugan
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    Rokugan polycounter lvl 7
    Thanks for the kind words Lankus :) I'm looking forward to join the spitpaintings group, sounds like a cool thing! I will also try to do some thumbnails as you suggested ^^
    At the moment I started a new exercise, maybe I'll try to refine this one a bit more. Here is the W.I.P. at the very beginning, composition is not even complete, I need to add quite a few elements to the scene.

    5eoL4.jpg
  • Rokugan
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    Rokugan polycounter lvl 7
    Did another study today along with my entry for the spitpaint group.
    For the study i tried to lay down couple consideration at the end along with the perspective and the grid.

    5fhuT.jpg


    5fhIl.jpg
  • Isaiah Sherman
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    Isaiah Sherman polycounter lvl 14
    woops, double post
  • Isaiah Sherman
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    Isaiah Sherman polycounter lvl 14
    At your skill level it would be more beneficial for you to focus on things like this:

    5e7oj.jpg

    You really need to nail the basics before getting too confused with color and rendering.


    Blur your eyes and back up from your monitor and see what feels wrong.

    -The value of the road never changes
    -The values of the mid-ground rock fortress do not match with the rest of the environment
    -The character in the lower right does not pop, appears to be part of the foreground mountain
    -No whites/light values
    -No light source
    -Fortress is composed front & center, does not follow rule of thirds
    -All of the blocky shapes for the mountains are consistent in size across the entire image. Look at the far mountains, those block sizes are so massive you should not see them on the foreground piece.
    -Shapes resemble very primitive geometry
  • Rokugan
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    Rokugan polycounter lvl 7
    Thanks for the precious advices Isaiah. You made a lot of great points there! The first wrong thing I did with that tho is that was supposed to not take consideration of light of any kind, just a composition based on shapes and values going lighter to the BG (and I failed at that too ^^').
    Fact is, planning is super important. Watching some of FZD school videos I started to notice the huge amounts of thing that you have to keep in mind when creating a composition. Maybe I should practice single parts individually (like perspective, values and so on) and then try to combine them.
  • spectre1130
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    spectre1130 polycounter lvl 6
    I have a problem learning digital drawing/painting myself, and am not a great drawer in traditional mediums either. I, like you, am more of a 3d guy but I do understand that the fundamentals of art are transcendent through all forms of the discipline. Try checking out this sight I linked which are all mostly free tuts. I have not really done much drawing lately myself, but this sight offers great help on the topic of digital art.

    http://ctrlpaint.com/
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