A good practice idea could be to look at existing characters, and create a weapon that could suit them! That way you can pull elements of design from the character, colors, form etc...
the videos that I posted are a way that I thought of, of learning the basics by using Photoshop, the should I change anything in my watch order? should I add any more video serieses?
i'm no pro and dont do weapons, but I think by actually digging into the mechanics of real weapon could help big deal even its gonna be of sci-fi, so you are not only drawing pretty guns but have a rough idea how its gonna fire and thats pretty much the purpose of putting weapons in the game and this will stand you out of the folks who only draw nicely but dont have a clue why that part is there not just to make it look cool.
I'll second the suggestion of learning how the weapons work. Also, you shouldn't focus exclusively on weapons when learning. Learn to draw, then worry about drawing weapons. As was mentioned above, Ctrl+Paint is a great (and free!) place to start. They're fairly short videos with a 'homework' assignment to get some practice in.
I always love watching FZ's videos. I especially like that he takes the time to explain the science behind why something is the way it is visually, and draws over student work to show how to fix errors.
other than rendering and having cool shapes, if you really wanna push yourself, just like human anatomy, take some time to learn and understand how weapons work :
unless it is scifi e.g: vortex maker, you absolutely need those skills to make something interesting from modeling and animation stand points. You don't have to learn why every rivet is there, but at least the core mechanics.
You have by far and away enough answers to your question. looking for a video tutorial on "painting weapon concepts for dota" is not the answer. The answer, as people have stated in many forms, is practice.
~To be more specific, MagicSugar said to use existing concepts as a benchmark, to try and emulate work that inspires you and develop your own skills doing so. Luke_Starkie Mentioned that you should practice using existing elements from characters in your work to come up with better designs. iconoplast and Torch both mentioned ctrl-paint, an excellent (free!) resourse of tutorial videos covering nearly all the fundamentals of concept art. pior pointed you to Feng Zhu, who's insanely brilliant videos will teach you how to learn alongside what to learn. (TL;DR: it's mastering perspective and lots of practice) wizo pointed out that you should look closely at the mechanisms behind what you are drawing and think about your designs from a practical standpoint, what they are made of, how are parts connected?
You do not need more specific video tutorials, you need to practice and analyse your work critically. In the words of Miyamoto Musashi "You must train hard to understand it."
You have by far and away enough answers to your question. looking for a video tutorial on "painting weapon concepts for dota" is not the answer. The answer, as people have stated in many forms, is practice.
~To be more specific, MagicSugar said to use existing concepts as a benchmark, to try and emulate work that inspires you and develop your own skills doing so. Luke_Starkie Mentioned that you should practice using existing elements from characters in your work to come up with better designs. iconoplast and Torch both mentioned ctrl-paint, an excellent (free!) resourse of tutorial videos covering nearly all the fundamentals of concept art. pior pointed you to Feng Zhu, who's insanely brilliant videos will teach you how to learn alongside what to learn. (TL;DR: it's mastering perspective and lots of practice) wizo pointed out that you should look closely at the mechanisms behind what you are drawing and think about your designs from a practical standpoint, what they are made of, how are parts connected?
You do not need more specific video tutorials, you need to practice and analyse your work critically. In the words of Miyamoto Musashi "You must train hard to understand it."
WOW
Thanks man, your post is awesome, it really helps me to understand everything properly!
Replies
Step 2: Don't copy art therein but steal design ideas and get inspirations for your own
Step 3: Don't confess ('cuz lots of people prefer working hard over working smart)
Step 4: Execute
Step 5: Profit (i.e., post on social media, wait for job offers)
:thumbup:
(or things similar to that?)
Draw.
Paint.
Profit.
If you want a good place to start, check out CTRL Paint.
Sounds like a winning formula
Say what ?
(or things similar to that?)"
(I already watched "Your first day with Photoshop CC" - http://www.digitaltutors.com/tutorial/1238-Your-First-Day-with-Photoshop-CC)
Do you recommend me to learn concept art by watching all of thesevideo serieses (the order of watch is from the first video to the last.)
http://www.digitaltutors.com/tutorial/29-Getting-Started-with-Digital-Painting-in-Photoshop
http://www.digitaltutors.com/tutorial/1052-Beginners-Guide-to-Concept-Sketching
http://www.digitaltutors.com/tutorial/262-Fundamentals-of-Digital-Drawing
http://www.digitaltutors.com/tutorial/1499-Creating-Dynamic-Weapon-Concepts-for-Games-in-Photoshop
http://www.digitaltutors.com/tutorial/1455-Digitally-Painting-Armor-and-Attire-for-Character-Designs-in-Photoshop
http://www.digitaltutors.com/tutorial/266-Fundamentals-of-Perspective-Drawing
Should I change the watch order?
Have a great week!
Check this out -
[ame="http://www.youtube.com/watch?v=7rI6q6bv7do"]Episode 59 - Before and After - YouTube[/ame]
Krita.org
Free DL: http://kritastudio.com/desktop.html
and practice. Find the art style that matches, look at WoW concept art/assets, push in that direction. Know know to blend.
(if there's a tutorial or something similiar to that, which could help me getting into the weapons concept art big n' scarry world?)
Have a good day guys
I always love watching FZ's videos. I especially like that he takes the time to explain the science behind why something is the way it is visually, and draws over student work to show how to fix errors.
http://info.stylee32.net/Weapons%20and%20Military/Gun%20Mech/revolver%20anatomy.jpg
unless it is scifi e.g: vortex maker, you absolutely need those skills to make something interesting from modeling and animation stand points. You don't have to learn why every rivet is there, but at least the core mechanics.
~To be more specific, MagicSugar said to use existing concepts as a benchmark, to try and emulate work that inspires you and develop your own skills doing so.
Luke_Starkie Mentioned that you should practice using existing elements from characters in your work to come up with better designs.
iconoplast and Torch both mentioned ctrl-paint, an excellent (free!) resourse of tutorial videos covering nearly all the fundamentals of concept art.
pior pointed you to Feng Zhu, who's insanely brilliant videos will teach you how to learn alongside what to learn. (TL;DR: it's mastering perspective and lots of practice)
wizo pointed out that you should look closely at the mechanisms behind what you are drawing and think about your designs from a practical standpoint, what they are made of, how are parts connected?
You do not need more specific video tutorials, you need to practice and analyse your work critically. In the words of Miyamoto Musashi "You must train hard to understand it."
WOW
Thanks man, your post is awesome, it really helps me to understand everything properly!
I'll try to do all of what you said