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5:10 PM, Saturday April 25th 2020

Here's a quick breakdown of how I might approach something like that: https://i.imgur.com/KeQEXtM.png

As you can see, it's not entirely in line with the specific techniques demonstrated in the lesson. This is because Drawabox isn't about showing you how to tackle specific situations, but rather to build up an overall understanding of how to construct basic forms in 3D space and how to combine them in order to develop your spatial reasoning skills. Ultimately you'll be able to work far more flexibly than the rigid processes outlined in these lessons, to create more arbitrary forms whilst reinforcing their relationships with one another in 3D space by establishing their major "planes".

The particular mushroom you chose there was definitely vastly more complex, so I'm not at all surprised that it didn't work out. The main thing to look at in my quick demo is that I established a simple structure (a box-like form for the cap), and then I built the variation directly off those edges, always being sure to have those details return to the simpler structure in order to keep them all grounded in this solid base.

6:10 PM, Saturday April 25th 2020

Okay, that makes much more sense. Thank you so much!

The recommendation below is an advertisement. Most of the links here are part of Amazon's affiliate program (unless otherwise stated), which helps support this website. It's also more than that - it's a hand-picked recommendation of something I've used myself. If you're interested, here is a full list.
The Art of Blizzard Entertainment

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.

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