I was curious to know how many of you guys work from concept or do you prefer gathering a variety of references and trying to design something uniquely your own using the variety of influences that come from your reference Library.
my question comes as I when I started 3D I was working off other artist's 3D model renders and replicating them and then I moved on to 2D concepts. Recent I have started to try and come up with my own original pieces utilizing my forever growing reference library. The only reason I bring this up is because I think it can make an interesting discussion on how everyone in the 3D modelling industry prefers to work. strictly from concept or do you like to let loose and design something completely on your own.
another question of mine is if you enjoying designing your own piece where do you start when it comes to your reference.
Replies
Concept artist: makes concepts
You can make concepts using 3D or 2D.
You can model using concepts made from 3D or 2D.
In the workplace, most places will provide you with sketches and concept art. They don't have you wing it, unless its a indie place or a asset that is not crucial and can be nailed out quick. At least this has been my experience.
When you apply to a job, you will notice most places have a section for your desired field of expertise. Ex; Concept artist, hardsurface artist, environment artist... ect.
As far as trying to design things yourself when you are still learning to model, it's prob a bad idea and it will be overwhelming. Not to mention things will turn out poor. Reminds me of the artists who try to learn to animate, sculpt, model, texture all at the same time. You end up with mediocre art at best.
Get good first at modeling, then decide if you want to dip your toes in another direction. Rushing doesn't help anyone.
I believe if you take each field seriously, you wont lose out on quality. An example is drawing. Someone who had a background in painting doesn't suddenly lose those skills when they start to 3D model.
BUT being on top of the class != being good.
A beginner can't be a good generalist compared to the market. How do you want to manage that? Where do you get the thousands of hours from to compete with the top talent for each field? I can't remember a single good student from my class that went that path and is anywhere near industry standard at this point. I do know riggers, animators and environment artists from our class that made it to AAA though. They all had overall good grades and understood the process, but none of them though of himself as a generalist.
For the actual topic at hand - it can be fun to go with your own thing, but not on a tight schedule. There is a reason why company split the work up. Even if the 3D artist was as good as concept artist at designing things, the second will get his time to work out the ideas, while working on the game model and high poly you should rather spend your focus on the execution not the idea behind it all. The more complex the model gets the harder it is to think all things through and keep everything in mind - and additionally to that having to worry about technical side doesn't help the design.
You could apply this reasoning to all beginner modelers,animators,riggers etc. The same experience gap exists whether or not someone specializes. How they over come this is by putting in the work into creating art that reaches a professional level.
Someone who wants to be a good at multiple fields and still put out something good, is what I believe is not impossible. The same learning material and tutorials exist out there to master these things. Doing this is not for everyone, so I say it's for people who have their own motive to attempt these things.
Using myself as an example, I really want to specialize in modeling. But for recreational/hobby purposes I also want to make my own drawings/concept art. I've made it an effort to seek out professional learning material and practice it daily so it feels second nature to me.
Go find popular artwork somewhere then find a similar theme, recycle it and boom new amazing art. gl hf.
Good idea for a title.
I am not trying to say you should try and tackle everything all at once, but I do believe to some extent, you shouldn't be shy to try other things as you might develop a new passion somewhere you never thought to try. what I'm getting at is that design skills are not always essential to our jobs as 3D artists as there are dedicated concept artists, but those skills can be a welcomed asset. I know quite a few studios who have their employees who are 3D guys concept and sketch out ideas.
The way I see it if it makes the game look better why not. At the end of the day your job is create the best visual experience possible for your studio's audience.
Designing things takes practice and skill to make a good design, starting with drawing does not hurt, however if you are designing and then modeling that design it will most likely be mediocre and do you no good in your portfolio.
The amount of time it takes to make a design, modeling/baking/texturing that design and realizing it's bad or doesn't work will hinder your portfolio.
Its better to stick to concepts that are already done so you can focus on the more important parts in the industry. As previously stated you will most likely have a concept to work off of when you're in a studio.
@sziada You need to figure out what your end goal is and focus on it. If your goal is to be a modeler focus on mastering those skills. If your goal is to be a concept artist/designer focus on mastering those skills. You can’t become an expert on both. Having exposure to both is not a bad thing though to understand the different processes of production, but you can’t be a jack of all trades. My suggestion is to figure out what your goals are and how to achieve them.
all said above is right, you wont be the best in the field. ( best animator, or modeler )
or at least it might takes twice or 3 times longer than people who focus on one discipline to master the field.
.but ..
in my personal opinion,
if you don't aim to be the one, then , feel free to do it, design and execute your concept into 3d .
in my case,
I never aim to be best modeler in the field. or hit the CG website top row /editor picks. ( I take that as bonus/jackpot when i got one )
my goal is to be able to express ideas into art . regardless the team size.
I will say that the ability to design characters will probably deepen your ability to understand shape language as you will then understand why things are drawn the way they are, and thus be able to transfer them to 3D a bit easier.
I think once you've done enough of other people's concepts and real life things you have better knowledge on how to create your own designs.
I know what you are saying about quality of the work not being up to scratch and how it can be more time consuming to produce something of higher quality. I wouldn't be trying to design for any professional work I'm producing. I want to break out of my comfort zone and start tackling bigger challenges.
I don't want to be limited to here is a concept, now photocopy it in 3D. I think there is versatility when it comes to knowing design and what you're creating. for instance smaller details on a model and knowing where optimal placement to make it pop, if the concept you receive is vague and there is no fine details on the concept sometime artist can feel stranded and don't know what they would do for the third read.
I realize what you are saying about focus, but I have fair bit of knowledge in modelling, but I want to start learning new area to take it into my work. for instance, I think modelers who have work in other areas, like architecture vfx and adverting will have a different approach to thinking and modelling compared to someone who has only worked in games. Not to say there is anything wrong with that. but all those industries use the same tools but in different ways.
I'm expanding on my current knowledge base to produce higher quality work.
But if I take someone's else concept art; then at the very least there are 2 people who agree that this piece is good. If the concept is shared online many times before it reaches me, then there are that many people who likes it.
One day my own concept will not suck. But today is not that day yet.
This decision is based off what avenue you are trying to pursue. You can be a artist who models from concept only but the con to that is you don't fully develop all artistic skills. Some of these skills are color theory, flow, shape contrast, silhouette/ form, balance in complexity vs simplicity, layout, etc. Using concepts only forces you to rely solely on someone else to be a solid foundation for you.
You should ask yourself what is your goal? what type of career do you wish to have? what role do you wish to play in a production setting? what is most beneficial for you to achieve these goals?
Also i would like to add in my experience i have worked at studios that supply concept for every asset and i have worked at studios that provide no concept and i had to design everything myself. If you learn both it will definitely be beneficial and make you a stronger candidate for employment due to the fact you don't need hand holding for every thing you may or may not be tasked to make. Having both skills provides you with more freedom as an artist. Learn what you want to learn and what interest you.
The reality is that for AAA games, you are going to HAVE TO work from a provided concept more often than not, at most studios. Teams and games are so big that everyone is a bit of a cog in a big machine.
1, they may come up with forms that challenge my modelling skills more than I would if concepting for myself (cool shapes unhindered by technical/procedural constraints)
2, I'm not a pro concept artist, if I'm spending upwards of two months of my time on a personal piece I don't want the execution to be good, but for concept to fall flat, that's just wasted time if you are looking to build a portfolio or using your personal time to make a name.
This is based on the idea that you want to be a production artist. If you want to be the next Furio, Bulgarov etc... then knock yourself out
But i guess it depands whether you work for large companies like ubisoft, or tiny indie studios.
If you work for small company, 10-15 people, maybe 20, there's a really huge chance that while you will work from concept art, concept art guys won't have time to do just every single item for you, characters, assets, environment art, lighting mood, everything.
And i think that especially goes for environment artists.
You need to know how to work from concept art, but in such companies, a lot of times, you still have to rely on your own as well. In such cases, it really is good if you can do good on your own do. You can still talk with concept art guy if you ahve some problems but, for the most part, you will have to rely on yourself.
And besides that, i know it annoys the shit out of me, when sometimes, i get kinda "frozen" because i have problems doing some personal art, and have problems with concepting.
So..yeah, i think while doing your own concepts, you will learn more about color theory, sillhouette, shapes, etc....i think for artists, those are important to understand either way. You might wanna check your priorities, sure, but if you have some time for at least some private, personal work, sure,i think you should do some of non-concept based art as well.
Edit: Do what you enjoy though, there's no better motivator than having some fun with your personal work
But it's an absolutely crucial skill to be able to replicate someone elses concept art. So i'd say that is more important.