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3:10 PM, Thursday August 6th 2020

Yup, I believe you've shown considerable improvement in the areas I pointed out. As such, I'll go ahead and mark this lesson as complete.

One small point about this insect. On the big spines, you added a great many contour lines along its surface, and most of them don't actually end up contributing. The most meaningful contour line in this regard is going to be the one that defines how the spine connects to the larger form, and when done well enough, no additional contour lines are needed. So always draw that one first, then try and ask yourself whether you really need to add additional contours to better convey how those surfaces sit in space.

It's entirely normal for students to just assume "no it's not good enough" and pile on more contour lines, so you need to really be honest with yourself. Piling on more contour lines than are necessary just adds to the clutter, so you need to determine exactly how many are needed, and not overdo it.

Next Steps:

Feel free to move onto lesson 5.

This critique marks this lesson as complete.
7:44 PM, Thursday August 6th 2020

Thank you very much!

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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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