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3:35 PM, Friday August 13th 2021
Hi Cynsh! I think you made some improvements on the areas I asked revisions for, though as always there are a couple of things that i want to draw attention to.
First, on your cylinders around arbitrary axis, it seems like you made some mistakes relating how foreshortening manifests itself on cylinders, on this first page, Elodin helped me out and marked how this ellipse degree should be, by drawing a box around it. Remember to always balance the two shifts (scale and degree) that happen on the ellipses. Here are some correction on the same topic, but on your second page.
Now, I advise you go back and give a couple of reads all what I explained about foreshortening in cylinders, since its really important for you moving forward.
Moving on to your boxes with cylinders, I think that you are doing a good job on constructing boxes that have at least one pair of faces proportionally square. However, I really found it weid when I saw your third one, it seems like you choose the most awkward faces to draw your ellipses, and so it didnt come out as a cylinder at all. Here I just drew over that one box and added the ellipses on other planes and it worked much better. Remember that drawing proportionally square boxes its a matter of practice and observation, though in this case is also taking into account that we need those boxes to fit cylinders, so we have to choose the most square planes to put our ellipse there.
I think that you showed some improvement on this revision so Im going to mark this challenge as completed! keep up the good work.
Next Steps:
Feel free to move on to lesson 6.
The Art of Blizzard Entertainment
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.