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Farvus
May 16th, 2007, 06:25 AM
I decided to write a thread about this beacause it bugs me sometimes.

In life drawing class I was taught (and from what I observed) that drawing should be started from major forms and later some parts of the picture are more defined and some parts are left loose. Those with higher degree of detail usually pop out well so they are main subject of the picture and focal point.

However I often see some professionaly painted concept designs in which it's hard to see that range of finish. Is it beacause such concepts are not like illustrations and should just tell as much information as possible without any space for imagination (like some blueprints) or the artist is so proficient in stroke economy that those less defined parts are still very rich in information and look complete?

I'm much closer to second explanation but sometimes I'm still in doubt. It's like all those important foundations are not entirely "compatible" with concept design and some other kinds of commercial art.

Main Loop
May 16th, 2007, 09:00 PM
whats an example of what you mean?

Farvus
May 17th, 2007, 05:46 AM
Hmm... I was a bit worried that it will be hard to understand.

A bit strange comparison but maybe this - http://www.pemberley.com/janeinfo/ingkaunz.jpg. Some parts are really tight and some are really loose.

And some concept done with pencil - http://www.conceptart.org/forums/attachment.php?attachmentid=107405&stc=1&d=1173825648 Here it's not so evident.

Don't get me wrong. Both drawings are great :)

Qitsune
May 17th, 2007, 06:42 AM
I guess it depends on who will be using your concept.

For exemple, Massive Black does a lot of pitch art, it's used to sell investors an idea. The art needs to be moody and give a good idea of the feel of the game. In these cases, some looseness may help.

Some other concepts are used directly by the 3D artists or the set and prop builders and need to be very precise.

Generally, your client will tell you what they expect and if they don't, ask them. It varies for each job.

Seedling
May 17th, 2007, 08:16 AM
Your teacher has misled you into thinking there is just one way to make a representational image, and just one goal for that image to accomplish.

Concept art is one artist making blueprints or guidelines for another artist to proceed with. What is necessary for that piece of concept art is going to differ wildly from one project to the next. In some cases, every detail down to the fingernails will need to be precise and in place. In other cases, a doodle on a napkin will do.

Main Loop
May 18th, 2007, 02:08 AM
its apples and oranges to compare Ingres to what a concept artist does. Two totally different goals..

Lohan
May 19th, 2007, 12:35 AM
right, when the concept art is being used for a modeler or another technical artist to translate into a game/movie asset, it needs to be as informative as possible...

however, you can see some concept art used for promotional/marketing purposes that use the technique you're talking about.

Farvus
May 19th, 2007, 05:09 AM
Thanks a lot for answer. I'm aware that comparing those totally different kinds of art is a bit irrelevant. I just wanted to know if this specific technique should be apparent in every realistic image. Ultimately every rule can be broken to fit the needs :).

I asked this beacause once showed my character drawings to the teacher and he told me it's lacking variety in different degree of rendering/finish. Now I think he wasn't against fully rendered images but he rather wanted to see it in the process.

RefrigeratorCo
May 27th, 2007, 12:22 PM
Well you have two opposite types of space; flat space and deep space.

All 2D imagery exists on a flat support, the surface, flat space.

Most traditional spaces generate an illusion of depth and form with deep space.

If you want to make a deep space seem "extra deep" you would put some flat space right next to it.

For instance, the colors red and green are opposites. If you wanted a red to seem realy realy red you would add some green next to it. If you wanted green to seem super green, put a little red next to it.

So a little strategically placed flat space can actually enhance the effect of the illusion of deep space. Most concept art is through digital media so no drips or thick paint... the easiest way to call attention to the flat surface is to leave a less important area unfinished