If you are part of a game production studio, and these come to you from the Concept department, what do you think could be tweaked, added, improved, or removed? Can you work with them? What would you still need? Would prefer to have gotten? I'm asking everyone in a game studio, so I'd really love to hear back from the folks who build the actual 3D pieces, level designer, AD, lighting folks... everyone, from your unique perspective, please! Because I'm creating more concept sheets right now, and I'm hoping for feedbacks on what I have done, so I can improve these new ideas. Thank you so much!
As for my goal, it's to branch out from doing only creatures, and be more of a T shape conceptor, which was the main feedback I got from conferences.
These sheet layouts are done based on the looks from BBC nature documentaries, and from Ryse, Son of Rome sheets I saw on conceptworld website. The ideas are not related to each other since they were done at different time. Sorry about all those name place holders in the forest one, I didn't settle on names there yet... .
Environment example:
Creature example:
The rest of my stuff:
https://www.artstation.com/artist/yensliao
Replies
as a modeler, I really wouldn't care about the skeleton, or the references you used. your artwork should tell me everything I need. Its basically just random distracting info masquerading as useful. the type of stuff you have here is more likely something a teacher would be impressed by rather then an art director.
Its great that your thinking though, keep it up!
I like that you showed a size reference for the creature, thats something I would like to see for the environment as well, as well as breakdowns of the plants separately.
I usually recommend looking at the concept art from warhammer online.
This piece is probably my favorite example of useful information. first of the rendering isnt overwhelming, making it easy to read all the shapes.
there are some good reminders about shape language, so a goblin isnt mixed up with an Orc. and then there are break offs for the feet so you can see the shoe under the skirt. there are turn-arounds for extra complex shapes like the shoulder pads and there is also a full back view of the character as well.
of course, thats just me, maybe others disagree with me here, but I see a lot of people doing breakdowns like these and I feel its well intended, but miss informed and in the end just waste a lot of pixel space and time.
I think lore/background information is fine, but as a modeling reference, I wouldn't want to ever work with just one picture unless it's a very predictable design (i.e soccer ball, or ceramic tiles).
well the basic rule is pretty much readability first, Its not like everything needs side, top, bottom, front view etc. something like a dragon might need a closed and open mouth view with details on how the tongue fire breathing mechanism and everything inside there works.
unfortunately there are no hard rules for what needs what. Its something you need to develop a feeling for.
as for the environment, you might not need side and front view for a tree, but you might need a closeup and/or top view of leaves.
for things like the mushrooms, I would recommend maybe top and bottom view of the cap, and a view of the stock without the cap.
With both really put yourself in that space and learn everything you can about what you're designing. If you're doing some crazy forest like you've been showing watch documentaries on growth of mushrooms and the borean/rainforest. Right now I'm working on a sci-fi personal project so I've been watching the old nasa files. Do some quick studies just to mentally catalogue proportions and visual language and then when you need to draw on those ideas for an environmental piece they will just come up.
Here are some new work done based on the feedback I got here. … and I just realized I forgot to to bottom views of the mushroom caps!!! [facepalm] I have 1 more page of ground items and intractable, but as for what to draw to show the entire forest I’m still not sure. I think I also need to do a few ground tiles?
Moving on to figuring out colors! Showing what the forest look like, and the mood. They might not look like much, but they were pretty difficult for me to get out, even with help from my environment artist girlfriend! It's been a while since I did a full scene. Next is to have it painted more clearly.