Wednesday, February 15, 2012

Drawing concept art monsters(for games and stuff)?

Alright here's the deal. I dont care about faces perfectly shaded, or a horse whose eyes make u want to cry. I dont realy care about any thing real realy. I want to be a game monster designer. I am most interested in diablo monsters and I want to be able to give my monsters definition. Every thing i draw looks way too flat. Now i dont want to spend an hour shading my creature but i need to be able to see which way those spikes are pointing.





This is how i want to draw.:


http://www.gamespot.com/pc/rpg/diablo3/images/0/18/?tag=thumbs_below;thumb;3





see simple yet awesome.





(yes btw i know that to be good u must have an understanding of actual animals and stuff and i do so dont worry bout that part. Pls dont send me to a horse/face shading/drawing guide....i dont care)





thanks in advance.|||First off if you want to design creatures and characters for games you won't be able to limit yourself to just outlines. I have no doubt the person who did that drawing is also very skilled at doing renderings with shading and colour. You have to learn of those techniques as well to get work doing this.





that being said if you want to stick to outlines you'll have to learn to vary the line weight of the drawing. By utilizing thick and thin lines is how you create a sense of depth with just line. In the picture you posted look at how the thicker lines tend to come forward while thinner gives a sense of fading. Look at the spikes in the back and how the lines from them don't even touch the ones that are supposed to be in front.





Look at a lot of artist and see how they do this. Find other sources, comic books and illustrators who use a lot of line work. People like Arthur Rackham and Aubrey Beardsly.|||That monster you posted looks pretty interesting! Try to create a vivid monster in your head and then try your best to put it on paper, using a lot of detail.





You should also check out Masahiro Ito's website for some inspiration:





http://www.geocities.jp/nobu_hill/


http://www.youtube.com/watch?v=RTADSPmCx鈥?/a>





You might also get inspiration from the Macabre %26amp; Horror section of DA:


http://browse.deviantart.com/digitalart/鈥?/a>|||One thing that will help you to draw your creatures in depth is to model them from clay. You don't need a huge piece. I've created some with a hunk of kneaded eraser - they're tiny, but detailed.





I was surprised to learn that's what they do for the 3-D animations - after a preliminary sketch, they start modeling in clay and wax. Then they can turn the model to an interesting angle and draw (or photograph) from that.





If you can come up with some new creatures, you have a gift that the gaming world is waiting for!|||If you really really want to be a game designer you have to.


1, Stop being such a whiny jerk. - suck it up- you HAVE to spend hundreds of hours shading things- get over it. QQ I don't like shading = your fired.


2. Study Perspective- if your spikes aren't facing the way you want them to this is probably one of your initial mistakes. You have to care about the direction of your line- thickness of your line- overlap - all these magical things that make drawings look 3D


3. Study anatomy, Spikes and horns usually relate to the animals anatomy and the purpose of them. - If you want your creatures to stand out you can't just decorate them with horns.


4. study TONAL PATTERN- that means shading things- suck it up. Even in the drawing you gave as an example there are hatch lines suggesting light shadows on the underside of the bones. It looks simple because the artist knows where to put them. If you hate shading and blending then learn to cross hatch.





You might not care about these things, but employers do care. You can't pick and choose what you like and think that people will hire you. Get a well rounded education in art and then develop a style.

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