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3:47 PM, Wednesday May 4th 2022
It comes down to the simple fact that we are not concerned with anything we cannot see. In a traditional animal drawing course, you'd certainly break things down into their major anatomical components - skeleton, then musculature, etc. But this course is not concerned with distinguishing between animals, and, say, a tree. Or a desk. Or a car.
How we generally approach starting them differs a little but it's all focused on capturing what we see in front of us. Focusing on specific masses and structures without guessing at what's underneath.
At the end of the day, we are merely using the focus of each lesson as a new lens through which to look at the same problem - how do we break down what we see into simple pieces, how do we understand their relationships in 3D space, and how do we rebuild them on the page.
Furthermore, we're also not caught up in reproducing that reference perfectly. We observe it as closely as we can, but it's less about reproducing the image before us, but rather about using it as a source of information for each new piece we pull from it and add to our construction.
We'll make mistakes - something will be too big or too small, too short or too long, and that's fine. The focus comes down to how those forms are fitted together, how they intersect or wrap around one another, and so on. We do want to make sure we spend ample time observing our reference, carefully and frequently, and that in and of itself takes a great deal of time - but it is only towards the interest of using accurate pieces as we build up and solve the puzzle before us.
4:43 PM, Wednesday May 4th 2022
awesome tysm for the detailed answer. that definitely cleared things up for me and i guess it also answered my other question regarding proportions. i’ll try to focus on how the masses connect to each other and sit in 3d space rather than trying to reproduce the references accurately
4:54 PM, Wednesday May 4th 2022
i quoted your answer to the same question in the comments on reddit since it seemed as if other people were interested as well. hope that’s okay
2:26 AM, Thursday May 5th 2022
Yup! I did notice, and yes, it's perfectly fine.
8:14 AM, Saturday May 7th 2022
i don't mean to be a smart ass but in the white pelican demo you write: "It is entirely necessary however for us to understand what is going on underneath the skin (...) this information will prove to be very valuable in pushing the believability of your drawings in the most unexpected of ways."
is this just due to it being an older demo? if so it might be helpful to clarify that when you're doing the overhaul of the later lessons
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.