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Trying to find an article on areas of detail and rest in concept art (The Last of Us?)...!

polycounter lvl 12
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Reverend Speed polycounter lvl 12
Hey folks, sorry if this isn't a suitable topic - I'm trying to find an article which I think was written by Robh Ruppel and posted to Polycount about the importance of providing areas of low-detail in concept art in order to give the eye a place to rest. Failing this, any articles on the same topic would be useful...! Sorry to use you guys as external memory, but I really cannot find the reference and I'm desperate to try and make this point in a conversation...!

 --Rev

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