Hi everyone. I am starting this digital sketchbook to keep a record of my progress as I am making small steps towards a career in environment concept art for games. Critiques are most welcome in any shape or form, I do not get offended even if you skip the polite lingo. If it helps me improve, let it come!
A little bit about myself: I am 30 years old, employed full time as a 3d artist / Houdini pipeline guy at a German product vis studio. I have been sketching for as long as I can remember and a few years ago I began to take things more seriously after stumbling upon the YouTube channel of Feng Zhu (I think a lot of people will share the story up to this point for sure.) Through his explanations I have understood that fundamentals are key to be a successful visual communicator which led me to pick up the books of his former teacher, Scott Robertson. How to Draw and How to Render have been part of my artistic journey for the past 5 years or so, and they have been a tremendous resource.
Until now I have only drawn and shaded basic props but I would like to take things one step further and consolidate my knowledge in order to build more complex scenes and environments. Updates will be sporadic as I am blessed with a toddler who loves to spend time with daddy so free time is a rare commodity these days.
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Feel free to check out the preview video
https://www.domestika.org/en/courses/239-concept-art-for-video-games
I have to say it is a little bit awkward as I do not speak Spanish so I am having to read subtitles which are a bit wonky in a few places because I think they are auto-generated. Unfortunately the brief itself is written in Spanish but I will share what Google Translator managed to provide:
First tasks have been to gather references and create some thumbnails for which using the custom Shape tool in Photoshop was suggested but that did not work out for me quite as good so I took an alternative approach which led me to more interesting accidents.
Some of these have ended up being quite chaotic which I do not mind. I definitely will not bother taking 1) and 2) any further as they are too out there. 3) with its fallen pillar/tower proposes an interesting level design which would allow for further design exploration as to how the player would get onto and then descend down the fallen pillar/tower. I consider 4), 5), 6) and 7) to be good candidates for further refinement although 5) is a bit too simple perhaps. 8) has some really cool shapes but I think it is really just that, a bunch of cool shapes and 9) is kind of generic - there is a mountain to the side, some pillars and that's it.
Let me know what you think, do you have a suggestion which one of these I should continue working on?
From here the course will take me through refining on of the sketches to a finished production painting. Once that is done I aim to do some callouts which I understand is a crucial part of concept art.
Here are two directions, the first one is a bit too vivid and the second one a bit too dull perhaps. Something between the two could work well
As always feedback is welcome & good night
Thank you for taking to the time to give me feedback! The only reason I don't like what you wrote is because it's 100% true. I didn't stick to the brief = in the real world I failed the job. I get that and this will be nr.1 thing I will pay more attention to on the next project.
To be honest this is the first ever environment painting I finished and I got a bit lost in the process trying to figure out fundamentals / workflow. I really like a thread that you started "Learn to see : Basic drawing and warm up exercises" and I want to look into it. I often get the feeling that what I draw is claustrophobic and I want to improve on that. For this last update I moved the edge of that big mass from the middle which helps a little bit and added a few more story elements. Lastly, there is no reason for the mixing of verticals/horizontals on one side and diagonals on the other. I am simply inexperienced and figuring out things as I go. Have you got any good recommendation about this topic?
I call this piece finished for now and take the lessons and create something better next time
For this purpose I chose James Paick's Environment Design Course - https://gumroad.com/jamespaick
First task is to study existing art or photos for value structure and composition and also make one of our own
For now 4 out of 5 - put a 1 hour limit on each of these so the quality does vary, all on single layer
#1 Maciej Kuciara
#2 Ralph McQuarrie
#3 Wind erosion
#4 Ice formations
1/3 of further grayscale sketches - this one comes in 3 veery slightly different variations
As always, any comments, remarks, ideas, critiques and feedback are welcome
Abandoned space cannon
#1 of the first 3 sketches for lesson 1, focusing on simplifying complex scenes to simple shapes
Definitely struggled a bit with this one. I started noodling way too early, instead of blocking in some clearly identifiable cone volumes and then carving away from there. Realised halfway through that the most important design element here is the man made carved out shapes so I did my best to emphasize that in various places. The course encourages trying out different styles for the different homeworks to see what works for us. I spent more time on line work but unfortunately I couldn't get the line weights right whatsoever. Going to try harder to do a good job on line weight for the next one
Point was mostly to practice line drawing and then I gave it a basic value wash to separate out shapes better - it's not meant to be a value study. For something like that I would turn the ref into grayscale first
Moved around and changed the size of some of the elements. Perspective is a bit off but I will leave it as it is for this one and move onto adding some background elements as well as tackle the foliage
One of the most challenging sketches yet. Not sure if I should tackle something without vegetation for the next one or double down and work on it until I am comfortable. P.S. Mery Christmas!