Hey All,
I graduated a while back from art school and now have a comfy job doing graphic design for corporate, while the pay and benefits are great, I want to be creating artwork for games. After school I grew insular as an artist for numerous reasons and my work ethic deteriorated. When I got my new (current) job I moved in with an old roommate from art school days that I had kept in touch with. He suggested that I read his copy of
Show Your Work by Austin Kleon and I realized why it felt like such a slog completing work for myself.
That kind of leads me to the here and now. I'm looking for improvement and suggestions in all areas, from workflow to technique and tools. Things I struggle with the most are environments/vehicles so have taken to doing daily sketchbook studies of both. I'm attaching WIP or uncompleted work here as I know I can improve in many other areas as well. For refrence I have attached one finished piece and my artstation account and the account itself.
https://www.artstation.com/artist/gregorymack
Replies
The only crits I can give here is that it seems that your brushwork, lighting and rendering techniques are all a few steps ahead of your composition and anatomy. In regards to the two pieces with characters that you are showing here that's what I would suggest working on.
I've been doing daily figure drawing exercises to help with my posing and anatomy, maybe add that into your sketch routine as well?
Keep at it man, good luck!
Keep um coming!
Drow Image: Attempted to solve anatomy issues pointed out by others by fixing the back hand, feet and waist line.
Skill Icons: Started these as something to fluff my portfolio and I'm having a blast practicing new lighting styles and layer effects. Going forward I think it would be prudent for me to thumbnail vfx and materials in a similar fashion before I start a piece as complex as the Drow.
Happy hunting!
-Anatomy studies (should have done more, but didn't have the time to gather ref this week)
-Icons cont. (critique on if materials read/how to improve be greatly appreciated, keep in mind they would be viewed by players as thumbnails on a skillbar)
-Planet tutorial (came out looking fairly generic, but tutorial had some cool lighting tips)
-Mobile RPG Game Layout
-Trying to get my foot in the industry and many people have told me to start in mobile
-Painting assets and laying out background so making the vectors will be quick and easy
Let me know your thoughts or advice on literally anything. I will possibly be doing some QA Testing for a game studio over the week so either
A) I will get the week off and I will have a ton of work to show next Tuesday
I will be working from 9am to 1am and be beyond tired :awesome:
C) My boss lets me go early each day so I dont die of exhaustion
Mobile RPG Layout - Trying to keep colors simple to make selections easy for vectorization, not going to sweat line quality except for the character.
Icons - Further refinement of effects/ materials, almost completed 4th row, probably will be another consumable like the potions or food.
Environment Studies - Trying to broaden my palette horizons so I can make better decisions when concepting environments.
I stopped working on the user interface concept after i downloaded all the WoW ui textures. I never knew they were so high quality when I played WoW and want to study them throughly before I attempt doing UI again.
Feedback on my thumbs would be great, do you have a favorite, or should I keep going? For the fan art I attempted to solve the material and anatomy problems spotted earlier. Thanks all!
This next project has a two week deadline roughly (self imposed) and my deliverable is twofold:
1) Finished Illustration 2) Concept Sheet w/ relevant information (turnaround, skills, movement etc.)
This is a high level view at my concept. Materials, reference, inspiration etc.
Here is the result of my brainstorming so far, a pilot who chooses to rebel, a mech suit to get inside of and the rough sticker designs. The stickers look rough now, but I will be taking them into Illustrator now that the designs are solid.
Not that I'm any qualified for feedbacks so take it with a grain of salt, and I absolutely love your stuff and it's a lot of fun to look at.
I think, as peopel above pointed out, your environment / lighting / rendering skills are really striking out in comparison to your anatomy skills; I see you've been grinding them so Im sure they'd improve in no time.
Also, did you change your brushes? I personally prefer the thick, almost impasto application of brushstrokes of your early works over the new style.. but that might be just a preference
Keeeep up the good work, excited to see where this would go in future!
Be careful with the rendering of her left eye. I know a secondary light source is hitting it, but it's looks 'milky' compared to her right one. The head is angled away from us slightly, so why is the left eye the same size as the right?
Hope that helps. Keep pushing it man!
I should probably be using my sketchbook for everything.
Basic I know, but I had always shied away from using my sketchbook for portfolio art. I mean what's the point if you have to reproduce all that work or clean up the scans/photos of it? Or at least that was my thinking. I found out through the art test I can move faster in a sketchbook and reduce time going in creative circles. Working on this pilot character after that experience, I realize how much time I've wasted literally painting and rendering a not fully formed idea. I'm not bummed about it, but I am wondering if this current project even aligns with my portfolios needs...regardless excited about the art tests and looking forward to posting more frequently.
I have only tested out the round brush, symmetry and perspective controllers but I am sold. I use 3rd party plugins and action scripts in an attempt to make CC do what Krita comes packaged with seamlessly. If anyone has experience with this program I'd be glad to know if they have any gripes. BACK TO ART!!!!!!
Thanks, I studied my references and then kept them side by side and flip from color/grayscale. As I would paint over my lines I would look over and compare when my values were getting way off. For instance the man with glasses's made me realize how dang bright I always make hair values.
I don't think using photo's as a crutch for values is the best way to do work work (ideally you'd pull leather, cloth and skin values out instinctively as they are pretty basic), but it may be the best way for me to learn for now.
be careful about your perspective and middle cuts though.
I traced some red lines to check the horizontal perspective, and they are going all of the place, also the back leg is looking really skewed if you look at the purple lines.
(EDIT: lol, realized I totally botched some of those lines, but you get the idea I hope :P)