Git Gud at Game Art and set your indie game apart from the rest.
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- Опубликовано: 6 сен 2024
- Wishlist: store.steampow...
www.ghostknigh...
Software to Learn -
Maya, Blender, Zbrush, Unreal Engine, Substance Painter, Substance Designer, 3D Coat, and Photoshop or Gimp.
Remember, software is but a tool to express your art, it isn't the art itself.
My Favorite Book on studying Anatomy
www.amazon.com...
Pure Ref is an app that lets you make collages of reference that you can move around with ease, its free, unless you wanna throw them a couple bucks if you find it useful. I use it on the daily.
www.pureref.com
If you have WoW downloaded use WoW model viewer, you can see all game assets and study them as reference.
wowmodelviewer...
Check out Artstation's Learning Section
www.artstation...
Trent Kaniuga
shorturl.at/gvMRW
Tyson Murphy
www.3dmotive.c...
Fanny Vergne
www.artstation...
Jordan Powers
www.artstation...
Orb Michael Vincente
www.artstation...
Phillip Zhang
www.artstation...
Maarten Verhoeven
www.artstation...
Vitaly Bulgarov
www.artstation...
Tor Frick
www.artstation...
Madeleine Scott-Spencer
www.thegnomonw...
Michael Pavlovich
/ @michaelpavlovich
Yosuke Ishikawa
www.artstation...
Raf Grassetti
www.artstation...
Luis Armostrong
• 04 SubstancePainter
Kelvin S Tan
turpedo.gumroa....
www.thegnomonw...
www.zbrushcent...
www.youtube.co...
polycount.com
flippednormals...
cgcookie.com
/ @stylizedstation
/ @zugzugart
cgsociety.org
#indiegames #gamedev #gamedevelopment #art #artist #gameart
Old is Gold, so many principals i learned from old Gnomon and Eat3D and i did not forgot digital tutors where i started my 3d journey..so many beautiful memories
Yeah Digital Turors now Pluralsight, was okay for learning the software for me. I did find them to be a tad less like "Industry standard" but its great for learning the tools.
Seems legit! Been following all of this artists for decades :)
Eyo Zug Zug in the house!
I think this is such an important lesson for game devs when it comes to art. You gotta study the masters!
Shut up and take my money! Agree with everything you posted. Indeed some fantastic resources and artists to aspire and learn from. Also side note...you're not OLD, you're EXPERIENCED/SEASONED!!!
I went to Art School and I had to supplement my learnings a lot with tutorials because the teachers more often than not haven't worked in the industry for like 5+ years and had a lot of outdated knowledge/techniques. So I always recommend searching/practicing
eat3d is classic! and the old gnomonworkshop dvds too!!
I remember doing the Gnomon Forum art challenges in order to win some of the dvd, still have them
Been wanting this! Thanks
Thank you for watching, so many great artists out there that I haven't mentioned or know of, but browsing through artstation is like WOAH! I need to practice more haha
Thanks for sharing! Saved for later
Thank you so much for the wealth of information!
Great resources - can't wait to check out all these great artists 👍
Have fun, learn lots, have fun with your studies.
I think by now we can all confirm that Raf is not from earth.
feliz año nuevo🤩
I would argue that blizzard resources are not a good idea for indie developers. That art style works well when done well but when not done well it looks bad.
Isn't that the case with any art style? You can have bad looking pixel art, you can have bad looking 3D art. It all depends on execution from the artist/dev. The video was intended as a resource for people who were asking me how I make my art for Ghost Knight: A Dark Tale and I provided the stuff I learned from. Also while the tutorials talk about handpainted texture in a blizzard style, you don't have to follow the tutorials exactly to make your own art style. The Principals remain the same if you're trying to make something like "A Hat In Time" sorta Chibi game style game. It's all about shape language, but the principals remain the same.
@@officialgrimwaregamesllc Totally agree. Do you also do your own concepts? how do you deal with that?
@@rancheraosborne So I had a contractor concept artist do 2 weeks of character concepts - and another contractor do some environment concepts for 1 level 4 - paintings, as well as some guidance on art-direction.
From there I just sorta extrapolated the information on style based on those original concepts - the rest of the game is all me - I just concept using 3D - blocking stuff in, getting a general composition and making lists of assets that might be good in a specific section or environment - Sometimes I just start with a Diorama of a section and extrapolate that across the level.
@@officialgrimwaregamesllc .
I am a full time Environment artist in triple A myself and the concept phase is the most crucial and difficult one. I think your approach is really smart, good job.
The game looks insanely polish and awesome.
@@rancheraosborne yeah, when I was an Env artist on CoD: advanced warfare's multiplayer team, there were times where we had to just make stuff up cuz the concept team was busy on the campaign, so there was some practice concepting in 3D for me.
There is no tutorial about using 3d models in 2d game do you have anything
Are you referring to something like say newer Mario games that don't use pixel art? In that case...you just use 3D assets, but you make them move only on a 2D plane...its all the same principals you just lock the character to 1 axis. There's an unreal engine template that comes standard 3D side-scroller.
@@officialgrimwaregamesllc yes I referred to that one thanks for the reply,is there anything like that in unity
@@harimrlocal Unfortunately, I don't know much for Unity I've been using Unreal Engine for about 10 years now that's where my experience is.
Something like this might be what you're looking for.
ruclips.net/video/RHie6Hg0mQ4/видео.html
@@officialgrimwaregamesllc thank you I've been searching for it for a long time
feliz año nuevo🤩