Results 1 to 3 of 3
  1. #1
    Join Date
    Nov 2009
    Thanked 1 Time in 1 Post

    Question Tips or advice with expanding concept art range

    I was hoping all you veteran (or new) concept artists migh part with some of your wisdom. I've read a little bit about concept art, and in a nut shell what I have learned would be that concept art is about getting the 'feel' of the piece, as well as coming up with many ideas and, keeping the bits that are wanted from each and wittling it down until you're happy with the whole lot.

    Now, I've been trying to come up with concepts myself, but I end up only drawing about 2 or 3 pieces for each character or item. And out of one item or character the few designs don't differ that much.
    Perhaps it's because since I'm designing these for myself, and I'm not much of a pencil man (they're designs for sculpting) you could argue I have a good idea what I want them to look like already.

    But I want more designs, and I want the concepts to reach out farther than I've been going.

    So basically, does anyone have any great advice to help coming up with designs? Would writting down a list of 'rules' or 'ideals' for each design help perhaps? Come on, you guys are absolutely amazing! Share your wisdom!

    Thanks in advance!!!!

  2. Hide this ad by registering as a member
  3. The Following User Says Thank You to Black-Tooth For This Useful Post:

  4. #2
    Join Date
    Apr 2007
    Thanked 519 Times in 296 Posts
    Trying different methods could help, such as starting from pure silhouettes and try to make different ones, then carve in from there. I have seen some people get good result from using brushes that create random shapes as well as a starting point. Coming up with good design is the ever-presenting challenge. Studying existing designs you like and sketching things with shapes you like can greatly expand your library. When it comes to character design, I found it helpful to come up with a bit of a back story as I go.

    Hope this helps!

  5. #3
    Join Date
    Sep 2009
    Thanked 6,497 Times in 2,727 Posts
    If you are working in Games it depends on your AD and how much leeway they give you, some will start with an idea like medieval cyberpunk. You need to know enough about movements in history and art history to know what deco buildings or Victorian dress looks like. If the game designer or writer has Ideas, I get those fleshed out first and then riff on them on my own. In movies you have treatments and they usually have descriptions that relate to some other thing or historical time. You also need to think about race, and overall color palettes for groups or areas to make them stand out. Everything needs to have a visual ramification to it to instantly recognize it.
    The ways I push a design is to break it into categories and then change the answers; this will work for figures,creatures, machines, architecture, costumes, even landscapes

    Color/ cool colors or warm colors
    value/ dark or light overall appearance
    texture/ fur, metal, smooth, rough
    edge shape/ pointy,oval, boxy
    age/ future, past , retro
    By thinking about the abstract design instead of what you know the thing is it allows you to push the limitations you would normally have.

Similar Threads

  1. What is the salary range for concept artists?
    By Mr.Pryminista in forum Art Discussions
    Replies: 5
    Last Post: May 13th, 2011, 11:57 AM
  2. What is the salary range for concept artists?
    By Mr.Pryminista in forum Artist Lounge
    Replies: 12
    Last Post: May 12th, 2011, 05:38 PM
  3. Advice on Expanding Art Skills for Future
    By Jamsey in forum Education & Schools for Artists
    Replies: 0
    Last Post: May 11th, 2009, 03:09 PM

Members who have read this thread: 0

There are no members to list at the moment.


Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts

Developed Actively by the makers of the Best Amazon Podcast