12:10 AM, Monday November 2nd 2020
https://imgur.com/gallery/KpSq2WO this is the form redo for the lesson 2, thanks for the feedback!
https://imgur.com/gallery/KpSq2WO this is the form redo for the lesson 2, thanks for the feedback!
thank you very much!
https://imgur.com/gallery/h0Wyh4e this is the right link, im so sorry
omg ill fix it right now
https://imgur.com/gallery/9g2UFrY here is the link to the actual lesson 1, sorry
https://imgur.com/gallery/1Nb1MdB here is the Redo of the exercises you gave me, thanks a lot, i hope this time was better
https://imgur.com/gallery/ebrLpoc here is the homework of the rotated boxes , i hope this time is better than the last :(
OMG THANK YOU FOR THE CRITIC. IT WAS SO ACCURATED, THANKS !! i will work hard to improve my rotated boxes, they are so hard :((
While I have a massive library of non-instructional art books I've collected over the years, there's only a handful that are actually important to me. This is one of them - so much so that I jammed my copy into my overstuffed backpack when flying back from my parents' house just so I could have it at my apartment. My back's been sore for a week.
The reason I hold this book in such high esteem is because of how it puts the relatively new field of game art into perspective, showing how concept art really just started off as crude sketches intended to communicate ideas to storytellers, designers and 3D modelers. How all of this focus on beautiful illustrations is really secondary to the core of a concept artist's job. A real eye-opener.
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