Need help learning to draw concept art !
botelhorui
Join Date: 2006-11-02 Member: 58192Members
<div class="IPBDescription">creating something new, but first on paper...</div>Hello,
I'm trying to create a map in spark, that is complex for a begginer like me, but I cant because altough i know what the final product is, I cant manage to formulate/think-of/know exactly/ all the forms/edges/angles/lightning/shadows/props/textures/(etc) that i should use then I simply can't start working on them.
So I tough, what about drawing all the ideas on paper before doing any mapping, but after some tries at drawing, i found it very difficult to develop complex objects. Thus I started looking for some inspiration/ideas/concepts around movies/games with space ships(...) themes, but no results on that...
As a result I ask someone tips for drawing concept art so i can easily "spark"(map on spark) my ideas.
One nice example from the NS2 Wiki site, is this concept art image;
<img src="http://www.unknownworlds.com/ns2/wiki/images/2/23/ModularMachinery_Environment.jpg" border="0" class="linked-image" />
I'm trying to create a map in spark, that is complex for a begginer like me, but I cant because altough i know what the final product is, I cant manage to formulate/think-of/know exactly/ all the forms/edges/angles/lightning/shadows/props/textures/(etc) that i should use then I simply can't start working on them.
So I tough, what about drawing all the ideas on paper before doing any mapping, but after some tries at drawing, i found it very difficult to develop complex objects. Thus I started looking for some inspiration/ideas/concepts around movies/games with space ships(...) themes, but no results on that...
As a result I ask someone tips for drawing concept art so i can easily "spark"(map on spark) my ideas.
One nice example from the NS2 Wiki site, is this concept art image;
<img src="http://www.unknownworlds.com/ns2/wiki/images/2/23/ModularMachinery_Environment.jpg" border="0" class="linked-image" />
Comments
<a href="http://www.unknownworlds.com/forums/index.php?showtopic=108310" target="_blank">http://www.unknownworlds.com/forums/index....howtopic=108310</a>
You have to make loads and loads of drawings of your idea. Each picture you do will make you think about new stuff and will refine your ideas.
Practice, practice, practice and more practice.
They have online workshops from time to time.
On the other hand, you can concept in-engine, and this has the advantages of being perfectly accurate, doable without the physical training you need to be a good draftsman, boosting your skills with the package, and complimenting your ability to work from drawings if you do have them.
Personally I don't draw anything, haven't the coordination and don't see the point, I do everything in engine, if it doesn't work I do it again. Eventually I'll be so good at it that I can do it like lightning and I'll be able to pick up any 3d package and churn out good stuff quickly.
It's easy to work from good concept art and you do need it to make the game in the first place, but once you have some art you can make levels out of it without drawing.
Drawing is as much a physical skill as a mental one, even if you know what you want to draw, being able to do so requires physical practise, and some people like me are never likely to be any good at it, I've been writing for about fifteen years and I still can't read half of it and it takes me about a second per letter.
If you want to flesh out an idea for a physical object, just make some rough sketches from the top-down, front and side views. Try a 3D version if you want, but remember it doesn't have to be perfect. Most of the time these drawings are just to help you get more of an idea for exactly what it is you want. As long as you can see it in your mind's eye, with some editor practise you will be able to make it in Spark. Some people find it easier to go through this 'fleshing out' process in the editor itself.
Don't get too preoccupied with making pretty pictures unless you really want to learn to be a technical drawer.
<img src="http://lh6.ggpht.com/_VDbSvmyPAXo/RylpzdGXxqI/AAAAAAAAFE0/6Dt7U54P7Wg/s800/sketch_coolant.jpg" border="0" class="linked-image" />
<img src="http://lh5.ggpht.com/_VDbSvmyPAXo/Rylp4NGXxrI/AAAAAAAAFFA/JA3A5Cbv-5o/s800/sketch_airlock.jpg" border="0" class="linked-image" />
I can sit here and suggest he focuses on learning perspective and using plenty of photo reference, but none of that helps unless he takes the time to do it himself. I'm just trying to say that you can't learn how to draw by reading.<!--QuoteEnd--></div><!--QuoteEEnd-->
Which is exactly why I took up 3d work. 3d work is mostly mental, knowing how to do it is most important and you can learn that by reading or being taught, and I have a good capacity for learning things like that, I just can't move my hands properly to draw them.
The analytical skills are pretty important for both, if you're modelling an environment you need a basic understanding of engineering to make it look as though it would stand up, and you need to identify repeating elements in order to save texture and modelling space, and if you identify them first you can usually build the thing faster. Animators need to watch how people move (which does nothing for your social life by the way) in order to replicate natural motion on a rig.
Observation is certainly vital to good art in any medium.