Art Log 3: Assembling Creature Design Portfolio piece | Blender & Concept Art Tips

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  • Опубликовано: 30 янв 2025

Комментарии • 9

  • @jamescombridgeart
    @jamescombridgeart  3 месяца назад

    Thanks for hanging out folks! Let me know if you have any feedback or questions and check out the final assembled portfolio piece here: www.artstation.com/artwork/988rxv

  • @asfandyaralam7180
    @asfandyaralam7180 3 месяца назад

    I really like your creature design approach where you sketch and build it in blender! I think its super useful!

  • @asfandyaralam7180
    @asfandyaralam7180 3 месяца назад +1

    this is so nice! :)

  • @ahmedprofit
    @ahmedprofit 3 месяца назад

    I really enjoyed watching this thank you so much

  • @galereginald12
    @galereginald12 3 месяца назад +1

    What difference is there between movie and video game concept art? I've been told that I should tailor my portfolio to video games and then go for movies.

    • @jamescombridgeart
      @jamescombridgeart  3 месяца назад +2

      Movie concept art often tends to be more shot focused, often requiring a pretty detailed key frame showing as much info as possible, like design, mood, lighting etc - eg replicating the final look as it's often used to sell an idea to the director. Not always the case though. The time constraints are much tighter as well, so being high quality as well as fast is the expectation.
      Game production timelines are generally longer, with more production time given to exploration and iteration (usually, although again, some may require faster turn around due to limited budget). Also the mindset is slightly different, as we're designong for the player experience, instead of the viewer experience. Eg: whole environments need fleshing out as the player can look anywhere, lighting and layout are curated to assist with player flow through the game level or guiding the player to points of interest, or character designs are tailored to player experience - such as weapon design emphasising detail close up for an fps shooter, or character gear made to look good from a distance for a 3rd person ARPG.
      Those are a few examples. Short answer is, film concept art is generally way faster, quality expectations are high. So more stressful - IF you're not very comfortable in your ability to deliver consistently high quality results with a good turn around. Games would be a great way to improve on quality and speed, in a slightly lower stakes environment.
      That'd be my assessment, based on my own experience. I tend to enjoy making art for games still for this reason 😎