View Full Version : Concept vs Skill
Kraus
December 15th, 2009, 01:16 PM
First i want to elaborate how i got into concept art. Once upon a time i tried shotophop, and discovered that i could scan my drawings and colour them. Oh how the heavens weeped as i went to town with the fugly dodge and burn tool to create highlights and shadows...
Eventually i stumbled on Sparth's work, high (and keep in mind i have never seen video game conceptart before). Needless to say at that point i was inspired in a whole new way, and dodge and burn wouldn't do it anymore as i discovered i can simply paint straight up.
Now, i was pretty damn surprised when i delved deeper into that world that everyone and their grandma are skillfull in digital art beyond my reproach. However i also started noticing many a trend, and as my quest into the world of video game concept art continued, i started posing meself a question: Why oh why in the world all these artists waste their skill on one-man spaceships landing in some random port..of some random cave (you know who yall are..) And it's not the subject itself, it's the fact that i've seen about 20 different artists do the same damn thing..
Which leaves me wondering.. Take away art directors snapping their wips.. Lets say it's all up to the concept artist.. What is more important, skillfull replication of the subject, or the subject itself? Where does one deviate from trends, or does one absolutely need to be able to fit a trend to get recognised?
At some point i myself droped the subject, and found inpiration in D&D sessions with my friends, and sinse i love medieval fantasy (i hate the usual trends related with it though), i did not do characters and environments on their own anymore, i started combining them into storyboard shot like dynamic scenes where neither the character detail or environment detail mattered.. I'm not sure anymore whether that can constitute "concept art" in the eyes of video game companies out there. All i know is that at some point i sacrificed skill and completion for conceptual masturbation. And now that i'm confident anough i can come up with cool action happening from different perspectives, i want to know wether that would be appreciated more than how much i raped the picture with the tablet until the detail is impecable..
It's an off the wall question really, i'm not planing to make money on my stuff yet, i'm planing to go get a bachelor of one thing or other first for more solid knowledge... And then freaking start my own videogame company. Being a concept artist is not as important to me as being an idea man, especially sinse i have ground in many mediums. But i'm still curious..
Slothboy3000
December 15th, 2009, 01:36 PM
Well, being concept art, everything has to serve the initial idea. If the detail helps get the concept across to the viewer then it's doing it's job. If it's distracting, the artist hasn't made the sufficient sacrifice needed to make the picture read clearly.
HunterKiller_
December 15th, 2009, 04:36 PM
Well... You're kind of comparing two different mediums here.
Storyboarding is more related to film than concept art, each serve their own purpose, and there are always 'trends' in any medium.
JeffX99
December 15th, 2009, 04:58 PM
Hi Kraus - couple points of advice -
1 - Self-edit - getting to the point with your posts will help a lot.
2 - Post some work - we have no idea what level you're at in the scheme of things so it is difficult to offer insight.
As to what I think your real question is - "What is more important, skillfull replication of the subject, or the subject itself? Where does one deviate from trends, or does one absolutely need to be able to fit a trend to get recognised?"...which kind of reads like - "Are my brilliant ideas enough to get me a job without really having to be able to illustrate them?". The answer is it takes both. Great ideas/concepts that are poorly executed are worthless - great renderings/illustrations without any idea are also worthless - but at least look nice.
Good luck!
Kraus
December 15th, 2009, 08:19 PM
Oh, i guess i do forget to represent myself visually on an art site...hehe, i am forum retarded.. Anyway:
Yeah sorry for the res, just wanted to dig up somethin quck.
Enydimon
December 15th, 2009, 11:19 PM
Like said before, it takes both. When you know how your subject works, you can execute it better and it'll be much more believable than if you were just going in with limited knowledge. It's not necessary for you to be absolutely technically amazing, but you should have some idea. There needs to be a balance of both.
Kraus
December 16th, 2009, 03:06 PM
Hi Kraus - couple points of advice -
1 - Self-edit - getting to the point with your posts will help a lot.
The reason my post was longer than just "Uh..duurh..what is more important?", is because i wanted to maybe start a bit more of a discussion rather than fishing for default answers like "it's important to have balance of both"..
I shouldn't even asked any questions, i should've just wrote my opinion, dissed something, and watched how lively it got in here... discussion starting is an art on it's own it seems.
Two Listen
December 16th, 2009, 03:45 PM
I feel you.
It's kinda like.
The thousands and thousands of people who have nothing but the same anatomy studies in their sketchbooks. Because that's what artists do, and stuff.
(I'm being halfway sarcastic, and halfway serious.)
armando
December 16th, 2009, 03:51 PM
First i want to elaborate how i got into concept art...
Irrelevant to discussion.
...why in the world all these artists waste their skill on one-man spaceships landing in some random port..
Opinion. Not worth arguing.
... Lets say it's all up to the concept artist...
If it's up to the artist they'll do whatever they want.
...(irrelevant background and opinion go here) i started combining them into storyboard shot like dynamic scenes where neither... (irrelevant background and opinion go here)
You're interested in storyboarding. Okay.
...start my own videogame company. Being a concept artist is not as important to me...
Study business.
So you see there is nothing to discuss here. It's all stuff you have to figure out for yourself.
Two Listen
December 16th, 2009, 04:31 PM
Irrelevant to discussion.
Opinion. Not worth arguing.
If it's up to the artist they'll do whatever they want.
You're interested in storyboarding. Okay.
Study business.
So you see there is nothing to discuss here. It's all stuff you have to figure out for yourself.
...seriously dude. I don't mean to seem hostile, but relax. This is the art discussion forum. It is for discussion of art. The whole damn thing is opinion for the most part, as is the entirety of the art world.
He is free to post a 12 page book if he feels like it. It's his thread. If you don't like it, don't respond to it. Go start a thread in the lounge about how people shouldn't post their opinions and how they shouldn't type a whole bunch because you don't like it. At least then it will be relevant to the threads intended purpose. So you don't agree with what he's trying to say. That's fine. I'm sure he doesn't agree with you, either. That too, is fine.
To the OP on a more serious note: I understand what you're saying, and it is certainly refreshing to see new ideas when they pop up. I think concept weighs more heavily than skill, as a whole. That's just my opinion from an artistic standpoint, though. From a business standpoint this is not the case, because designing games - people really just like the same crap over and over again, it's bound to happen. Modern warfare, modern warfare 2, battlefield 2, etc. You'd expect people to get tired of it. But nope. And you'd expect those concept artists to want to draw something other than soldiers with guns or a new version of a dropship, but not so much.
Though obviously, regardless of how interesting your idea is, if you can't portray it in a way that gets the point across in a way that's appealing to the senses, you won't be communicating anything.
Short answer: Both are extremely important.
I do see things though that break away from the norm, and they are incredibly refreshing. This is something I try to do my very best in, as an artist. It's making something really interesting.
Baron Impossible
December 16th, 2009, 05:18 PM
What is more important, skillfull replication of the subject, or the subject itself?
If you absolutely have to choose just one then it's the former, but really it's both; you need to be able to skillfully render your subject whilst making it somehow your own. That can be tricky when you're painting your 175th orc but if you look at all the top illustrators you'll see they all manage it.
... and I can't help but see you have a woman in a forest there. If you came up with that idea, be aware, I think it's been done before...
kingkostas
December 16th, 2009, 07:03 PM
Its not bad that you focused in the concept side of things(and its better than doing nothing) but because you want to differ from every people out there who have great ideas but can only depict them through words,you have to get the basics of art and keep unlocking skills that will help you pass the idea immediately visually.
Now whats happening with the "fashion" of studies and such.
It all goes in unlocking something.Ofcourse if you are not self-taught(researching, doing your experiments in art, observing the nature by yourself and such) you will end up doing the same as all others who choose the path of the tutorial.When you copy a tutorial without absorbing the knowledge behind it(without your self-research) you will tend to do what its creator did.
You study anatomy to help you depict the humans without the limitation of refs,or for better works with refs+a lot of other things when you go deeper into human anatomy(which is like a machine, and a lot of other interesting things that help even in doing enviroments lol)
you study industrial things and getting a good understanding of light and shadow(to get 3d solid forms) to be able to do "real",funcionable and easy to understand concepts.
Ok sorry for my english and for writing this essay lol, just want to say that by evolving your technical side you will be able to present your idea immediately, and some of your goal will be to be able to do what those with great ideas and no-visual skills can't do, the one image for 1000 words.
You dont seem to be utrained but it will be nice to keep up fixing your visual skills now that you have already trained your intelectual(of course this side will keep absorbing knowledge as you go wherever you go)
sorry again for my english :)
Kraus
December 16th, 2009, 07:25 PM
Two Listen, finally man, i was looking for someone to jive a bit more instead of dissecting my topic like i'm in college. And also thank you for outlining a clear problem with today's videogame industry on the part of huge companies that are making it stagnate creatively. And now i'm deffinetly gonna have to make a huge thread about videogames somewhere on this here forum hehe.
Baron, i love your orc analogy.. I ofcourse couldn't escape the trend of orcs and did my own version, luckily a fantasy humanoid marauder race is broad anough of a subject to have alot of visual variation.
The woman in the forest wasn't meant to be conceptual, i just wanted to paint ass. The forest, and the rest of the woman for that matter developed as a fancy frame to my ass study hehe.
But don't get me wrong, i do not opose trends, for that i'd have to start my own and succeed. It's just seems to me some trends are less variety friendly than others, and that bugs me.
Kraus
December 16th, 2009, 07:37 PM
..... that will help you pass the idea immediately visually.
Oh my lord, you've just prompted an interesting thought in me head:
Imagine if at some point your mind can be hooked to a computer that can indeed replicate exactly what you're visualising... kinda makes the concept of manual skill and alot of artistic workforce absolete on the spot. Pretty scary..
But i'd say that's my dream for videogame development anyway.. I want the programming side eliminated so an artist could specify the AI and etc without knowing coding syntax at all.. It's getting there mind you, slowly but surely.
Elwell
December 16th, 2009, 07:45 PM
False dichotomy.
kingkostas
December 16th, 2009, 07:54 PM
i havent understand the answer :( sorry
maybe i made a misunderstanding cause of my bad english.
I already know some persons with great ideas but they cannot put them on paper, and the words can be limited to cultures etc. words are created by human, image by nature
JJacks
December 16th, 2009, 11:11 PM
In my opinion neither skill or concept is more important than the other. The most moving artists are those that combine the two and make them work in a personal harmony. If your painting is beautifully rendered, I will appreciate it for it's skill but the lack of concept will make the painting not hold my attention for long. If your painting is not so well put together I'm not going to care enough to see your concept in the first place. So like everything in art, it is a juggling art.
Remember though that no matter what you paint, 20 other people are painting a similar concept. We are all humans and we all share experiences and that's what makes art moving. It could be that some kinds of art just don't appeal to you.
I would never say a kickass fantasy painting or a sci fi painting has no concept or little thought but I do know that I'm not too fond of the subject. It's just not my taste just like my art is not for everyone else. So surround yourself with art you do like. :)
Kraus
December 17th, 2009, 12:10 AM
False dichotomy.
True, but my goal wasn't to make a dichotomy period..
I have to apologize.. I was talking about the importance of skill in the most traditional sense (ability to replicate realistic lighting, form, detailed fur, whatever). And while i was making the thread somewhere on the back burner i allways knew that sort of skill can be easily nulified by a concept with a flat coloured cartoon in mind. So me asking about skill in this thread was rethorical and pointless.
So now that skill is irrelevant to the discussion it leaves us with concept. Concept can easily turn into a trend, at which point people are either creative with it, or replicate the original concept to the tee, which nulifies any sort of conceptualising in their art.
The ship example was to illustrate one such occurance where details probably differ if i take a closer look, but the first glance doesn't even make me want take any closer looks. In fact no matter how much skill would go into making that scene pretty, it wouldn't make me anymore enthusiastic about that scene, because it's the same angle, colourscheme, etc, as the 5 previous ones.
And i was just wondering if there's some sort of ritual i'm missing that is important to the world of concept art, or do i just have an unfounded stigma of missing some ritual just because i never did someone else's concept to the tee.
Kraus
December 17th, 2009, 12:20 AM
Jessica if you don't mind me asking, what did you use to create the outlines in the flat coloured pic of a redhead with beads? Bit offtopic but whatever heh.
HunterKiller_
December 17th, 2009, 01:02 AM
In fact no matter how much skill ... ... it wouldn't make me anymore enthusiastic about that scene
So what's the point you are trying to make here?
Are you trying to discredit skill?
You don't like 'bad concepts'?
I'm gonna ring a wake up bell for you here that bad ideas/concepts exist in all genres of art and throughout the society in many shapes and forms. Game art does not have a monopoly on bad ideas.
As previous posters have already laid it out plain and clear - good concepts mean nothing without the skill to turn into a well presented visual form.
You think Lord of the Rings would be good if the special effects were done with sock puppets?
JeffX99
December 17th, 2009, 01:15 AM
It's great to ask questions - that's cool - that opens discussions - that is how we learn and become better informed. But do so with an open mind - don't disregard insight and advice from others just because it doesn't agree with your notions. And never make excuses.
"default answers like "it's important to have balance of both"... I believe you now have a better sense of why this is a default answer - and why most everyone said the same thing in their own words.
I'm not sure what you mean when you say "people are either creative with it, or replicate the original concept to the tee" - you mean they are trying to capture the essence of the brief or they are copying someone else's work? Not sure of your point/question.
I'm not sure you're understanding the process or purpose of concept art, Kraus. It basically begins with very broad visual exploration - often amongst teams of people - then becomes more focused as the visuals become more detailed and fully illustrated - always under the direction of the "client", which can be an art director, director, producer, etc.
"i was looking for someone to jive a bit more instead of dissecting my topic like i'm in college." Just trying to help you step up your game - you're entering the real world now - if you are aspiring to be a professional illustrator/concept artist you need to mature a bit.
Good discussion...
Elwell
December 17th, 2009, 01:18 AM
No matter how interesting the concept of this thread might be, your lack of writing skill is getting in the way of people understanding/appreciating it.
See how that works?
JJacks
December 17th, 2009, 10:11 AM
Jessica if you don't mind me asking, what did you use to create the outlines in the flat coloured pic of a redhead with beads? Bit offtopic but whatever heh.
???? How did you know my name was Jessica? Well, I assume you're talking about the girl with the ponytail and a frilly-ish skirt. I used black faber castell pens and then changed the color of the lines to blue in photoshop.
Kraus
December 17th, 2009, 12:46 PM
HunterKiller: I'm not talking about bad or good ideas. I'm talking about some ideas being copied by skillfull artists so close to the original that the skill doesn't matter at that point, it's boring.
Jeff: When i say they replicate an axisting concept it's more or less this, start visualising:
You have a small white ship flying from the right towards some cave-like structure in the distance, made out of custom photoshop stamp brushes (allready sticks out from everything else that is hand painted). The horizon line of the picture is above the middle.
In the next picture you have a different ship, still the same size, flying from the left to a similar structure (also made with the same tool) and the horizon line is bellow the middle.
Sure might sound like two different scenes and they are in detail, but the cloned style and composition are simply to obvious to appreciate it as just a different take on the concept. And it's not some guy following someone else's tutorial either otherwise it would be understandable.
-"you're entering the real world now - if you are aspiring to be a professional illustrator/concept artist you need to mature a bit."- I am mature anough to accept constructive criticism on my art or writing or anything. But you know what, those who want to be constructive know they need to give an explanation longer than one line. And if someone doesn't understand me the first time, my ego doesn't prevent me from trying to explain it again and again till they do, or until my writing is up to par... There are people who understood me the first time however so it's all good.
Elwell You're as usefull right now as a saddle on a cow. Forget writing, i failed to form a concise topic for discussion sinse i had too many tangents going on in my head period.
JJacks Damn...traditional medium. And here i am wondering how in the hell did this woman taper her lines in Illustrator. I've become such a digital zombie..
JeffX99
December 17th, 2009, 01:38 PM
OK - let's put some of this aside - you've proven to me that you're intereseted in learning.
I'm still a little confused about your point though (part of the problem with discussing art remotely) - if I get your drift, you are sensing the same kind of thing some of my peers and I have noticed lately - the "digital aesthetic" is becoming unduly narrow and repetitive - sort of a "mono-style" if you will. Partly this is due to everyone wanting to be Craig Mullins - it also has to do with the limitations of the tools themselves - and the third reason is that the wannabe artists (not the working pros) don't understand what they're doing regarding the fundamentals of art. So, you end up with people using the same brushes, in the same ways, trying to illustrate the same fantastic concepts - but they lack the skill and experience to do anything but copy so it all ends up looking the same. Is that what you're getting at? 'Cause yeah, my colleagues and I discuss it all the time. One of the reasons we're always talking about working in traditional media on traditional skills.
Essentially though, you're just talking about poor artists - they're everywhere - in all media - in all genres. That was my point when I described the process of concept art - these people are not concept artists - don't get too focused on all the other wannabe artists around here - maybe 5% have the right idea. Focus on those top pros - try to figure out what path got them where they are - get on that path behind them - try to catch up - eventually you will split off and blaze your own trail.
Now, on the whole constructive criticism thing - yes, sometimes it is constructive to provide more than one line - other times it is constructive to knock someone on their ass (football analogy). Watch the original Kung Fu pilot - or Karate Kid is pretty good too. But to be honest - I do have a hard time getting to the essence or kernel of what you're trying to say. And try really, really hard not to have any typos in your posts.
Kraus
December 17th, 2009, 03:02 PM
Yep, it's the aesthetical trends that bug me most, not so much conceptual trends.
I should've specified from the begining that i'm nitpicking deeper than simply "Everyone draws goddamn ships". It's not the concept, it's a certain way to execute the concept (although the concept is repetitive as well... shuttles and tropical resorts, goddamn).
But i am not talking about poor or wannabe artists however.. These lads are still impressive skill-wise...Indeed, it takes skill to replicate the brush techniques of some pro to make it look like just another painting by that pro..
They have their mastery of light, shadow and distance, that's a given. But their stuff has pretty much the same lukewarm effect on me visually as Cameron's Avatar movie: By all logic it should be epic, but it's so riddled with visual conventions and trends i've seen before that it makes me indifferent.. purple shroom forests, acrobatic blue people with tails (that don't teleport though), floating islands, etc..
"Focus on those top pros - try to figure out what path got them where they are"
Hmm, is there anything other than their biography and generic advise they regurgitated thousands of times to everyone? The only reason i would want to get my foot in the door is so i can network with them in person, and then comission them for my personal projects when money permits.. I'm sorry, i don't think i'd mentally survive a career in drawing someone else's vision, especially when it comes to videogame development, my true passion.
P.S. My confusing writing style might very well be due to A: I should've paid more attention in highschool sinse english was my third language to juggle and B: I write as i think and talk.. which i can only assume a grammatical nightmare for those expecting correct sentence structuring etc.. For now all i can ask is for people to bear with me heh.
HunterKiller_
December 17th, 2009, 04:29 PM
I should've specified from the begining
Yes, you should have.
I'm sorry, i don't think i'd mentally survive a career in drawing someone else's vision, especially when it comes to videogame development, my true passion.
Unfortunately, you'll have to realize that the majority of money made in this industry comes from exactly that - drawing somebody else's vision.
You have to work your ass off, develop unique aesthetics and make a name for yourself and before people will pay you to draw your vision.
Which leads to the point about rehashed aesthetics, now that you've finally clarify it.
This is always going to be around, people have been copying other people - not just in art - since the beginning of time. You could even argue that the Renaissance artists were all 'copying each other's style'.
A lot of people are happy just to emulate their favorite artists, and that's something you just have a accept.
Two Listen
December 17th, 2009, 08:43 PM
You think Lord of the Rings would be good if the special effects were done with sock puppets?
It's not Lord of the Rings, but it is hilarious.
<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/xD-Huwlg2kY&hl=en_US&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/xD-Huwlg2kY&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>
JeffX99
December 17th, 2009, 11:56 PM
"Focus on those top pros - try to figure out what path got them where they are"
Hmm, is there anything other than their biography and generic advise they regurgitated thousands of times to everyone?
Nope - just their story and experience on how they got there. And the generic advice they regurgitate. This statement and attitude by the way...words fail me.
The only reason i would want to get my foot in the door is so i can network with them in person, and then comission them for my personal projects when money permits..
Good luck with that.
P.S. My confusing writing style might very well be due to A: I should've paid more attention in highschool sinse english was my third language to juggle and B: I write as i think and talk.. which i can only assume a grammatical nightmare for those expecting correct sentence structuring etc.. For now all i can ask is for people to bear with me heh.
Sorry - didn't realize english was a second language. Still, if you want to be taken seriously, make every effort to self-edit, don't ask people to bear with you and don't end a thought with a blow-off like "heh".
And I see that I was wrong earlier - you have no interest in learning.
ShroudStar
December 18th, 2009, 01:17 AM
This is why it pays to think as far outside the box as you can. It doesn't just have to be spaceships in some distant vista. It can be naked barbarian women, an epic battle scene, horses in a pasture or space marines. Think of all the Tolkien-esque blond elves that populated Terry Brooks' and a hundred more fantasy novel covers in the bookstore. In many of the derivative and trite ones, they all have the same blandness; yet, Alan Lee, Ted Nasmith, and John Howe stand out despite having blond elves.
Why?
The reasons are because all three are masters of composition, center of focus, doing not-so-boring angles, and even when the elves take center stage, they're not all nancying around with harps and Renaissance Faire clothing. The same applies to concept art. I've seen my share of spaceships racing towards a colossal setting or war machine, but the ones that really work are the ones that break the standard. Doug Chiang in "Mechanika" has an awesome one right on the front cover. "The Art of Halo 3" also has some incredible work. To me, they tackle the same problem in different ways.
So you've seen one too many "generic" spaceships going Mach 20 at some futuristic island or what-have-you. Tired of it? See if you can bring anything new to the mix. Maybe show it from a bird's eye view overhead instead of staring at the spaceship's exhaust. Or show the setting and render in the spaceship as a glint on the distant sky. Maybe show the vista from HUD view. You can expand on it but you have to brainstorm your possibilities first.
Kraus
December 18th, 2009, 11:22 AM
ShroudStar You know, while i personally didin't have anough interest for the subject matter to tackle it myself.. You just came up with a buncha wicked compositions on the fly, and i bet it didn't even require extensive brainstorming on your part.
Taste however, is not something that can be taught, so people without it do have to spend time brainstorming like no tomorow. And why do i say 'Taste' and not 'Imagination' at this point, because to give a different spin on someone else's imagination requires good taste in my opinion.
Jeff Hah! Didn't mean to sound arrogant there. It's just that when i get my foot in the door, my recolection of how i got my first concept art or even art-related job and the exact transition to a higher echelon would be given waaay more emphasis,because i know that's the only thing people who are meant for success need. I found many musings by many pros sound like they were forced to write it against their will.
I am still willing to learn, however, the most important thing i learned is not to waste time and be way more selective on what, from whom and at what time i want to learn. So if i happen to shut down certain advise it's simply because that advise underminds my intellect.
tobbA
December 18th, 2009, 05:34 PM
"Taste however, is not something that can be taught, so people without it do have to spend time brainstorming like no tomorow."
Yup. Everyone elses taste is so bad. I try to tell them they like the wrong things but they won't listen. I'm probably the only person in the world with good taste...
Kraus
December 18th, 2009, 11:30 PM
"Taste however, is not something that can be taught, so people without it do have to spend time brainstorming like no tomorow."
Yup. Everyone elses taste is so bad. I try to tell them they like the wrong things but they won't listen. I'm probably the only person in the world with good taste...
Sarcasm aside there is indeed an insane ammount of people who's taste you dislike...not just disagree with. If not then your sensory perception is not fuctioning well, or you reserve your true opinion to yourself, which i did long ago and than just forgot doing from there on.
There are however conventions. Conventions set because they were pleasing to the sensory perception of many, and these conventions seeped their way into every damn medium of expression.
So being able to adapt yourself to those conventions and adapt fast, means you got taste overall, if not you are limited to your specific taste which pretty much makes you tastless overall and you have to brainstorm like no tomorow.
I don't see where it sparked a reaction from you but brainstorming is still learning. While natural taste makes it dirt easy to adapt to other tastes, being tastless is a learning process.
And being tastless cannot be taught either by the by.
Magnatude
December 19th, 2009, 02:05 AM
Interesting,
I can relate to where you are coming from Kraus.
In my own little world, I felt I've always been my own idea-man.
In a lot of aspects, being your own idea-man and showing that in your artwork can pay off. I've 'borrowed' ideas that existed in the 70's and hatched out my own versions (at first) with my own style that developed from the love of just creating stuff.
Soon enough, people start showing up and knocking at your door.
My first jobs (before computers ruled the earth... well I did have a Tandy 1000 TX, but never thought computer graphics would be plausible) were hardly productions of my own imagination. I painted cell's till dawn munching on chocolate covered coffee beans, most of the 'art' was already created, I just filled in the frames between...
Move on to illustration work, drawing mundane B&W hand positions with fingers posed in sewing positions... yes this too can be your dream job.
Sad but fortunately, every job is a stepping stone, and the portfolio grows.
Work on your project, apply everything you learn from job to job, to help enhance your project. Keep working at it and nurture it, but you still have to eat and pay bills in the meantime.
You will meet people in the industry who will eventually see your project and your investment into it... and you never know if someone then may perhaps take your idea into consideration.
You will find 2 aspects to professional art, the stuff you love to do, and the stuff you must do (fighting, kicking and screaming inside) to put bread on the table.
Who knows, you may get a lucky break and start creating images for Daniel Scott Palter or even working 'with' an RPG Icon like that.
Stuff like this has happened to me, it definitely can happen to anyone in the right place in the right time.
bhanu
December 19th, 2009, 06:20 AM
theres an interesting discussion taking place at David Apatoff's blog (http://illustrationart.blogspot.com/2009/12/art-to-kill-snakes-with.html) almost relating to this topic.
tobbA
December 19th, 2009, 12:22 PM
Kraus, I can agree to an extent. But when you start talking about good and bad taste you also somewhere place yourself above a lot of other people. And good taste is usually a matter of personal oppinion and cultural heritage. Especially since the word taste in itself simply means what you like.
For example I hear a lot of people who listen to a certain genre of music who like to bash other peoples musical tastes, and even claiming that 'the masses have no taste'. So who decides what is good and what is bad?
What you can learn by brainstorming is what appeals to you and what appeals to others. After all, as an artist, a big part of what you do is entertain or perhaps enlighten others. But you can never claim to know better than anyone else what is good or bad. If something you create is not to anothers taste, you can't accuse that person of being wrong. Because it's only an oppinion, and no matter how smart you think you are it won't change anything.
The best comedian is the one makes most people laugh. But some people still won't find him funny. Do they have a bad sense of humor, or are their humor simply different?
Kraus
December 19th, 2009, 09:03 PM
tobbA: The is nothing sadder than someone wearing a zeppelin shirt and believing the vocalist's name is led. I am talking about people who aquire their tastes through means other than sensory perception. To fit a certain social role they adapt a taste that is unrelated to the field of that taste whatsoever. These are the masses that get mocked.
And i am an arrogant bastard, but if i was in a postion to choose people who are going to work with me, i'd be the one deciding if their tastes are good anough. And it would have nothing to do with arrogance. And that's only because i would be to eager to see my stuff done, not because i can't compromise or collaborate.
Magnatude: Doing something i don't like is a habbit at this point. Doing something even remotely connected to photoshop would be a boon right now. And that's indeed my priority.
rapxic
December 19th, 2009, 10:10 PM
concept cannot live with out skill vice versa as someone earlier told you and try to listen to the inner you instead of asking directions.
its either you want to do this or you want to do this and this or not at all or not at this moment.
stand firm with what you want to do
Kraus
December 19th, 2009, 11:25 PM
concept cannot live with out skill vice versa as someone earlier told you and try to listen to the inner you instead of asking directions.
its either you want to do this or you want to do this and this or not at all or not at this moment.
stand firm with what you want to do
Concept can easily live without manual skill to visually reproduce it. Skill cannot live without any concept for it to be applied to...
You do have a point though, i do have to stand firm with what i want to do.
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