250 Box Challenge
2:55 AM, Tuesday January 31st 2023
This is my 250 Box Challenge homework.
You made it through the crucible! These look good. The lines converge, the linework is smooth (I'm assuming the boxes are drawn freehand), the hatching is nice, and even the back corner is en pointe for the most part.
One thing I can't tell (possibly because I'm looking at this on a screen) is if you added a bit of line weight to the outer edges. This is not so much a spatial reasoning thing, so it's less important. However, being able to thicken the line without mangling it will help later when you have multiple things overlapping, and are trying to show what's in front.
Next Steps:
If you haven't added line weight to the outer edges of the boxes, do that on a few dozen to get the hang of it. If you did add weight, and I just can't see because of jpg quality, ignore this.
Beyond that, feel free to move on to lesson 2!
Thanks for criticizing my homework. I really appreciate your help!
As for the boxes, don't worry, I drew them freehand.
About the line weight, I didn't add it to the outer edges of the boxes because I was afraid of ruining them if I drew a second line that didn't fit correctly with the first one. I'll make sure to practice it a little bit before to move on to the lesson 2.
Awesome.
Next Steps:
Now go forth and ruin some boxes! (No worries--no one will see the wreckage!) That would make a decent warm up exercise, too.
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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