It still surprises me the amount of resistance I get about how much sketchup is now used in comic work. True, some people are not using it well... But... I have to draw the flash, in the police station over the next 3 issues... now... I could just keep drawing that police station, make it consistent visually, place characters in that world and make the scene fit over and over again... Or, I could spend a day or two, building the entire police station, inside and out, and the surrounding blocks for when he leaves, place mannequins and then set the camera and tell that story from within the world... and then draw all my actors in and render those backgrounds over that 3d work work in pen and ink... Comics have some extremely tight deadlines these days, let alone the production line for a game... 3D is a tool, like anything else, use it well it's only going to improve both your work and your productivity... use it badly... and it will just look bad... I see 3d assets as a god send personally, in all 2d art disciplines...
I went to school for VFX and Animation for both games and movies, which also covered pretty heavily how to go about doing concept art and illustrations. You wouldn't believe how many of my peers thought this was a sin. Lo and behold, about halfway through the courses the people who were "Purists" and thought these tricks were beneath them were all struggling and failing, while the people using these techniques were all making really rad illustrations in under a week. It took me a while to get this stuff down because I knew next to nothing about making digital art at the start, but man I'm glad I learned this. Basically, if you are looking at this and thinking it's cheating, it is, and everyone worth hiring cheats with three packs of cards up their sleeves and a payed off card dealer. Think on that if you are seriously considering becoming a concept artist. They even do this with characters to some extent. Why fool around with proportions if you know they're going to be a normal sized human? Start with one in the scene and have your perspective and some lighting already there for you. Lifesaving stuff.
Eh... rulers 📏 are cheating... tracing is art ❤ whether it be tracing whats in your minds eye or whats in your physical hands and before your physical eyes... the imprint existed before the pen met the paper😉 everything is traced... but still rulers are cheating. A hand that cannot draw a straight line is an untrained hand, or it is led by a crooked eye, everything starts at one point and ends at another and somewhere in the midst is always ALWAYS a Straight line. So rulers defy the very logic behind developing skill as an artist, but all that being said, I used a ruler this morning.. eh, all is fair in Love and War😅
As someone who is just getting into the professional work, this still something that is hard to swallow but necessary. My job with geometry layout is 3-5 times faster, accurate and better looking. I did so many complex environments with 3 point perspective with pen and paper using extensions, doing the construction of every fkng thing, I know I can do traditional but the advantages of a block out are so big that I just can't even consider doing something complex that's not a sketch without 3d nowadays
Thank you. Thank you so so much. I just found your videos pretty recently and I've always had brutal mental blocks around art. I've recently taken on game design independently and In just a few videos you've made such a difference in my attitude! Dead excited to get working! Thank you so much for your honesty and for sharing your experience. I appreciate the hell out of what you're doing!
Trent... I've been subbed to you for 4 years now, and I love you so much. You have great timing. I always find myself having an issue with my game project, and you release a video to solve it the same day. Thank you so much for your tutorials and tips.
Yes. I have the same experience. I buy a lot of the courses and use them as reference or refresher if I get stuck but the weekly videos always surprise me with a new way to look at a problem I'm working on in the same week.
I started learning Blender solely for this purpose. Saves time and lessens mental strain on my part and really helps me bring what I'm thinking in my big ol' noggin to fruition. Never would've thought to use Blender in this way were it not for an artist by the name of David Arroyo! I won't ever be a level of the pros, but that's cool. Long as I can get to my goal of drawing for a living haha
Great Video. Super informative and a real eye opener into what you do and how it's done. Really enjoyed the scenes from your archives and how it applied.
This is gold, pure gold. Man thank you very much! I was stuck with concept arts for a board game, now I think I can manage it with this method. Thanks!
Love your videos! Great instruction. I keep waiting for you to say something like...”I'm the Dude, so that's what you call me. That or, uh, His Dudeness, or uh, Duder, or El Duderino, if you're not into the whole brevity thing.”
There’s always going to be that struggle between technical efficiency to execute the vision and artistic integrity, which is where I believe the most important part begins before picking up the stylus or the pencil. the imagination the vision and what it conveys is what I believe to be the most important step
I saw artists use 3d as a basis for their art piece over on artstation but i had no idea what or how they used the 3d model or environment. This is cool. When i'm good enough i'll start using this.
its funny because my teacher was talking about me building a 3D model then sketching over it and i had no idea what she meant by now it makes sense lol. this is extremely helpful because i am trying to create my own comic and animation . I am currently taking a intro to 3d animation and 2d animation classes and it is extremely hard for me to create concept art for world building. It is extremely difficult for me to create concepts from scratch without getting frustrated because i cant covey the type of perspective i want or have the correct proportions needed. thank you for this video and i think this will help me to better my skills as an artist
@@TrentKaniuga ah! Yeah that sounds great! Ill give it a shot! Ill tweet you a image later. Thanks for all the help man! Comics are so hard to get right!
Heh, I've been using Sketchup and Blender for years for my environments. Admittedly if it's something very simple I'll just straight up draw/paint it out rather than bust out the 3d. For me it's faster that way. But if it's complex or tedious I'll just bust out a 3d model really quickly. That said I've only recently started utilizing Daz3D Studio for character and creature poses. Not gonna lie, those are time savers when I'm struggling for a pose.
Hi Trent it's me Tom thank you for your time yesterday. Just checked this video out and its bolstered my confidence and excitement for environment concept design! Hope to share some work you soon!
Good to know I can use a cheat to save time. I do not mind building from scratch, but I plan to make a comic so I need to find ways to cut down on the time it takes to create each panel. I love seeing the concept art for WOW and Diablo. I am curious what big announcement they have for Diablo this year. Same goes for WOW. Shattrath is one of my favorite places to go in game.
I either get with some artist friends and we work while talking to each other on hangout/discord, or prolly listen to videos like Trent's or music going with the theme I'm working on.
Yeah I doubt anything that saves time and therefore money will become frowned upon. Anyways, great video as always Trent, I always enjoy seeing some insight from someone in the industry.
Hey I think some of them are from Overwatch. This video is sooo cool! I am terrified of perspective but I do know blender. This is definitely something I can do to practice.
Even though I don't do this but I figure this would be the case since I have thought about it back in the 90's when I started learning 3D. It just have took me forever to start using it because I still felt like my art skills were important as well.
this info is very useful, Basic but Extremly useful, this answer one of my questions that i had for Months now. How do i Scale things properly so it doesn't Feel Out of place: or fit well with each other (as a 3D artist the only tool i have at the moment is Real Life Scale). Blockout First. Mark Areas (walkable/not walkable,etc.) then Refine - Add Detail...
I'm curious where the vignetting for the block-outs fits into this higher efficiency pipeline. Unless the modeler is some sort of savant, they have to be referencing something. I face similar problems in the architecture world where we sometimes just try and skip the vignette, go straight to the initial study model, maybe another round of both, then the schematic render. Often it doesn't feel like it saves that much time. Not very analogous, but a question that lingers when I see these kind of "shortcuts."
Real world architects probably work with higher levels of precision than game developers:) We don't have to do blueprints. And yes... the modelers have to improvise a lot based on the concept art for consistency. Concept artists don't work out every angle of every object in a shot.
@@TrentKaniuga If that is completely true then it kind of derails one of my long-standing beliefs that everything starts with a sketch, and that initial idea generation is inevitably tied to primitive mediums. More interesting than discouraging, because it just means that people are quite literally shifting their basis for ideation from 2 dimensions to 3. Sketching space rather than lines.
+MCV a sketch is always first, how else would a 3D modeler come up with their design. No matter the amount of computer work involved a sketch is always the first step. Whether its digital or on paper.
I needed watch this video. My brain was obssesed with draw all enviroments and sites with the hand losing a lot of time and frustrating me, i always think about use blender for the base but my mind says that im a sin 😂
I really love your style of drawing please can you do a quick tutorial on the use and application of each tool especially on Autodesk sketch book for Android thanks
How do I get myself comfortable to get my mind thinking about filling the gray box or geometry space? (The scary empty piece of paper) In other words, it made me think about designing an exciting setting. What does it take to do that? Which of the artistic pushups do I need to practice?
Thank you so much. This is great. Can you please draw avatar Aang in your style? maybe an older version? You’re work is so incredible and very inspiring.
Hey Trent, how is it going with you? Question: you mentioned that when you look at a gray box your able to fill the space. That's neat! 🤘 How does a person sharpen that skill and development it further? 🤔 Thank you, Vye
Love you videos! I'm going to try this for my next project. If I want to present those designs in my portfolio, should I show the geometry bits as well?
Yes why the fuck not, speeds up your workflow, its just another tool. And for those who do not wish to invest too much time messing with 3D software, can I recommend Wings 3D? Its a free subdivision modeler & THATS it, it doesnt do anything else except I think UV mapping. You can learn to build very basic 3D objects to use simply as guides for perspective, etc. And after a while of doing 3d modeling, you will notice HUGE improvements in your own drawing. I remember always drawing since I was young but it wasent until I got interested in 3d modeling that I noticed the perspective in my 2d drawings were becoming surprisingly accurate, I couldnt believe that those were my drawings! It just came out very naturally too because one of the things you do a LOT during 3d modeling is basically spinning your model around constantly so that whole visual exercise becomes ingrained your mind & starts becoming second nature to sort of understand how the object is supposed to sit in space.
So what are these softwares that they make shapes and basic buildings with shading with ? Could someone recommend a few ? ( esier to learn ones to get started somewhere ) Like at timeline 4:00 for example that looks pretty cool to get started to work with Thanks!
Why would anyone look down their nose at this process? By definition, all forms of design are bound by constraints - that's the difference between design and art for art's sake. The 3D models are a just a tool that makes the process more efficient. This reminds me of purists in painting who refuse to buy tubes of orange, green or purple paint because they convince themselves that mixing those colors by hand somehow makes them a superior painter.
I find it interesting how you have to correct the notion that using it(geometry) is not cheating. Personally I agree I sketch in photoshop because I can iterate faster and when that comes to production stuff, time is money. It would be like someone in the trucking industry being told that using horse and cart is how it was done before and is the proper way of transporting goods.
You still have to understand the perspective that you're looking at. But if I had to do a complex fisheye, I'd just render a 3d image with the camera set to a wide focal length. Its silly to try to spend 2 hours doing the math on that when you can get it perfect with a render.
I've recently been trying to learn how to properly use this type of grey boxing technique. This video was extremely helpful, I hope you make more like this. Also, here is a link to some pictures I've been studying that use this technique. Its artwork by Paul Richards, I think, and his work on the Halo games. Hope it can be of help to other artist who are self teaching. imgur.com/a/GiCbLyx
Professionally speaking, as an illustrator, do companies care which program you use for building maquettes (graybox)? I have experience with 3D Max, but don't want to pay for it and have opted to switch to Blender for that...
Usually any company that knows what they are doing will give you the geometry. If you want to make your own, you can use blender, or unity with probuilder. both are free.
there's a hickup in my process that i feel torn on how i should solve it. it's mainly just about approaching multicolored details. what i normally do is make a sketch and add flat colors to it and just render it out. but here's the hickup, if i add the flats to the specific detail colored parts before rendering it, it will be a bit more time consuming and precise rendering out the spaces inbetween the detail and the detailed part itself. the other option is to wait to put those detail flat colors in after i rendered the big shapes. idk, seeing it spelled out like this make it seem silly, maybe i'm just making a bird out of a feather.
Blender - free and open source, fairly robust; there are probably other options you can find by Googling '3d modeling freeware' or something like that.
The art community is a strange one. Some people consider this "cheating" and some consider using a reference pic at all "cheating". I am a software developer by trade and we "cheat" all the time. When I was in school we wrote sort routines and data structures from scratch but the fact is you never write your own sort routine when you are out of school and working. You are using off-the-shelf libraries or grabbing some code off of the internet. Most game companies don't their own full-blown game engine from scratch, they use Unreal/Unity/etc. There's simply no time to do everything the hard way.
So you mean they will give you the environmet design. They will tell you where to put broken bricks, where you dont need to draw. and then they take your art and remake it in 3d when they could just make it in 3d?
no. They give you a rough geometry that takes 3 minutes to make, and shows the playable space. They give you an idea of the backstory, and gameplay objectives/hazards, and say "come up with something within these parameters". Then the modelers take about a month or two to build the scene from the approved concepts.
@@TrentKaniugaI know I was kidding actually. if I knew you will read this I wouldn't post this kind of stupid comment. Do you have an Artstation portfolio? your art is really beautifull. I'd love to check every update.
Hello trent, I discovered your channel not so long ago and I find your content being very useful and interesting. Speaking of geometry in videogame concept design, I have a question : Recently I did some "studies" (just trying to understand in fact) about how perspective is setup in videogames. And especially in a game like League of Legends I don't know if I understand it properly. It seems to be a simple grid in "z" and "x" axis but with also a vanishing point (so on "y") on top to create a top view perspective and this one seems to be centered and locked on the camera, is it right ? So the 2nd part of my question is : Is it something you took in account when you worked on the visual update of the summoners rift or you could just have designed it on a simple perspective since there are 3D artists that will add it in the game ? My question could be extended to other video games in general as I saw some of your work for diablo (that is super cool btw) where you designed sometimes with what seems to be a 3 vanishing points perspective and sometimes just a "simple grid". Thank you very much if you can answer my question ! Greeting from France (that can explain me being not so understandable, sorry if that's the case ^^)
The camera in Diablo 3 and League are technically fisheye lens "isometric" perspective. We just worked over camera shots of the geometry for the collision maps to understand gameplay space. The vanishing point is not the horizon, but rather the "bottom" of the world, since we're looking down.
I was feeling amazingly unproductive until I saw this... I mean, I still do, but at least I know it's because i'm just doing waaaaaaaay too much from the ground up.
I know how to 3D model I did it for a good2 years. Now I'm going to try my hardest to become a concept artist and sorry but looking at plain geometry is not my style. If only looking over them for inspiration is the point, that's cool with me but thumbnailing is where you can let your imagination shine the best. That's just the opinion of a guy that hasn't been drawing for much longer then a year though x)
It still surprises me the amount of resistance I get about how much sketchup is now used in comic work. True, some people are not using it well...
But... I have to draw the flash, in the police station over the next 3 issues... now... I could just keep drawing that police station, make it consistent visually, place characters in that world and make the scene fit over and over again...
Or, I could spend a day or two, building the entire police station, inside and out, and the surrounding blocks for when he leaves, place mannequins and then set the camera and tell that story from within the world... and then draw all my actors in and render those backgrounds over that 3d work work in pen and ink...
Comics have some extremely tight deadlines these days, let alone the production line for a game... 3D is a tool, like anything else, use it well it's only going to improve both your work and your productivity... use it badly... and it will just look bad...
I see 3d assets as a god send personally, in all 2d art disciplines...
I went to school for VFX and Animation for both games and movies, which also covered pretty heavily how to go about doing concept art and illustrations. You wouldn't believe how many of my peers thought this was a sin. Lo and behold, about halfway through the courses the people who were "Purists" and thought these tricks were beneath them were all struggling and failing, while the people using these techniques were all making really rad illustrations in under a week. It took me a while to get this stuff down because I knew next to nothing about making digital art at the start, but man I'm glad I learned this.
Basically, if you are looking at this and thinking it's cheating, it is, and everyone worth hiring cheats with three packs of cards up their sleeves and a payed off card dealer. Think on that if you are seriously considering becoming a concept artist. They even do this with characters to some extent. Why fool around with proportions if you know they're going to be a normal sized human? Start with one in the scene and have your perspective and some lighting already there for you. Lifesaving stuff.
this is honestly great to hear...i always suffered from the "reinventing the wheel" syndrom
Eh... rulers 📏 are cheating... tracing is art ❤ whether it be tracing whats in your minds eye or whats in your physical hands and before your physical eyes... the imprint existed before the pen met the paper😉 everything is traced... but still rulers are cheating. A hand that cannot draw a straight line is an untrained hand, or it is led by a crooked eye, everything starts at one point and ends at another and somewhere in the midst is always ALWAYS a Straight line. So rulers defy the very logic behind developing skill as an artist, but all that being said, I used a ruler this morning.. eh, all is fair in Love and War😅
I've started building sims houses as bases when I draw comics (and have to draw the same room from different angles).
It's such a blessing!
As someone who is just getting into the professional work, this still something that is hard to swallow but necessary. My job with geometry layout is 3-5 times faster, accurate and better looking. I did so many complex environments with 3 point perspective with pen and paper using extensions, doing the construction of every fkng thing, I know I can do traditional but the advantages of a block out are so big that I just can't even consider doing something complex that's not a sketch without 3d nowadays
Thank you. Thank you so so much. I just found your videos pretty recently and I've always had brutal mental blocks around art. I've recently taken on game design independently and In just a few videos you've made such a difference in my attitude! Dead excited to get working! Thank you so much for your honesty and for sharing your experience. I appreciate the hell out of what you're doing!
Trent... I've been subbed to you for 4 years now, and I love you so much. You have great timing. I always find myself having an issue with my game project, and you release a video to solve it the same day. Thank you so much for your tutorials and tips.
Yes. I have the same experience. I buy a lot of the courses and use them as reference or refresher if I get stuck but the weekly videos always surprise me with a new way to look at a problem I'm working on in the same week.
I started learning Blender solely for this purpose. Saves time and lessens mental strain on my part and really helps me bring what I'm thinking in my big ol' noggin to fruition. Never would've thought to use Blender in this way were it not for an artist by the name of David Arroyo! I won't ever be a level of the pros, but that's cool. Long as I can get to my goal of drawing for a living haha
hyped for the D3 Video! Keep up the good work :)
the amount of work certainly looks mindboggling 😲
Great Video. Super informative and a real eye opener into what you do and how it's done. Really enjoyed the scenes from your archives and how it applied.
This is gold, pure gold. Man thank you very much! I was stuck with concept arts for a board game, now I think I can manage it with this method. Thanks!
Love your videos! Great instruction. I keep waiting for you to say something like...”I'm the Dude, so that's what you call me. That or, uh, His Dudeness, or uh, Duder, or El Duderino, if you're not into the whole brevity thing.”
Whenever I hear the intro I start dancing on my chair while drawing.. Please tell me am not the only one..
haha same
U r the only 1 son
No it's funky :)
There’s always going to be that struggle between technical efficiency to execute the vision and artistic integrity, which is where I believe the most important part begins before picking up the stylus or the pencil. the imagination the vision and what it conveys is what I believe to be the most important step
I saw artists use 3d as a basis for their art piece over on artstation but i had no idea what or how they used the 3d model or environment. This is cool. When i'm good enough i'll start using this.
its funny because my teacher was talking about me building a 3D model then sketching over it and i had no idea what she meant by now it makes sense lol. this is extremely helpful because i am trying to create my own comic and animation . I am currently taking a intro to 3d animation and 2d animation classes and it is extremely hard for me to create concept art for world building. It is extremely difficult for me to create concepts from scratch without getting frustrated because i cant covey the type of perspective i want or have the correct proportions needed. thank you for this video and i think this will help me to better my skills as an artist
this is sooooo Useful! omg! I have been struggling to make some establishing shots for my comic and this would help sooo much!
you can use screenshots from the Sims as a base for your backgrounds if you're doing a comic. should save tons of time.
@@TrentKaniuga ah! Yeah that sounds great! Ill give it a shot! Ill tweet you a image later. Thanks for all the help man! Comics are so hard to get right!
Heh, I've been using Sketchup and Blender for years for my environments. Admittedly if it's something very simple I'll just straight up draw/paint it out rather than bust out the 3d. For me it's faster that way. But if it's complex or tedious I'll just bust out a 3d model really quickly.
That said I've only recently started utilizing Daz3D Studio for character and creature poses. Not gonna lie, those are time savers when I'm struggling for a pose.
Hi Trent it's me Tom thank you for your time yesterday. Just checked this video out and its bolstered my confidence and excitement for environment concept design!
Hope to share some work you soon!
I'm inspired!!! This is how I've drawn key scenes in comics to get a certain angle. Thank you for sharring!! I sighed with relief.
A looot of my favorite pro artists do it all the time and I think it's awesome. Setting up perspective grids gets old real fast...
This is one of your best videos man! Thanks for making it!
you are the Master in art painting!! looks so easy but when i try self, took houers to build one good house hehe..
This was probably my favorite video so far! So informative! Thank you all much!
Good to know I can use a cheat to save time. I do not mind building from scratch, but I plan to make a comic so I need to find ways to cut down on the time it takes to create each panel. I love seeing the concept art for WOW and Diablo. I am curious what big announcement they have for Diablo this year. Same goes for WOW. Shattrath is one of my favorite places to go in game.
This is so cool! Thank you for the insight!
this is exteremely useful for comicbook creators also with weekly or monthly deadlines as well.
Believe it or not but this is super useful for fashion design and illustration too! I'm learning so much! Thank you very much for your time)
Daaamn! Cool sheet this is! Thank you.
Sketchup is really useful we used that in design technology back in school and it's not only epic for modeling structures but also items.
I love listening to these while I paint. What do you listen to while you paint or work, if at all?
I like listening to Blender Guru's artist interviews while I work.
Same! Listening to Trent or Adam Duff is really nice for me while I work, great chill voices
I either get with some artist friends and we work while talking to each other on hangout/discord, or prolly listen to videos like Trent's or music going with the theme I'm working on.
Im an unusual one. I usually listen to Terrorcore and Speedcore to work lol
I listen to japanese indie house
I've found so many of your videos enlightening.. :O Thanks for sharing :)
Yeah I doubt anything that saves time and therefore money will become frowned upon.
Anyways, great video as always Trent, I always enjoy seeing some insight from someone in the industry.
Hey I think some of them are from Overwatch. This video is sooo cool! I am terrified of perspective but I do know blender. This is definitely something I can do to practice.
Even though I don't do this but I figure this would be the case since I have thought about it back in the 90's when I started learning 3D. It just have took me forever to start using it because I still felt like my art skills were important as well.
Awesome I cant wait for diablo3 art video!! Love!! Love your bastons keep stuff!
3:07 I know that one (guessing) - The Day the Earth Stood Still?
Im pretty sure you are my idol lol keep it up man, you are such a good teacher thank you so much
Thanks Proccs!
Fuck was really needing this, I have been using some techniques i developed on my own, but I was always wondering if I really need those or not.
this info is very useful, Basic but Extremly useful, this answer one of my questions that i had for Months now.
How do i Scale things properly so it doesn't Feel Out of place: or fit well with each other
(as a 3D artist the only tool i have at the moment is Real Life Scale).
Blockout First. Mark Areas (walkable/not walkable,etc.) then Refine - Add Detail...
Nice video! A booster for me! Thank you, Trent!
Yes. More of this. Thank you.
I'm curious where the vignetting for the block-outs fits into this higher efficiency pipeline. Unless the modeler is some sort of savant, they have to be referencing something. I face similar problems in the architecture world where we sometimes just try and skip the vignette, go straight to the initial study model, maybe another round of both, then the schematic render. Often it doesn't feel like it saves that much time. Not very analogous, but a question that lingers when I see these kind of "shortcuts."
Real world architects probably work with higher levels of precision than game developers:) We don't have to do blueprints. And yes... the modelers have to improvise a lot based on the concept art for consistency. Concept artists don't work out every angle of every object in a shot.
@@TrentKaniuga If that is completely true then it kind of derails one of my long-standing beliefs that everything starts with a sketch, and that initial idea generation is inevitably tied to primitive mediums. More interesting than discouraging, because it just means that people are quite literally shifting their basis for ideation from 2 dimensions to 3. Sketching space rather than lines.
+MCV a sketch is always first, how else would a 3D modeler come up with their design. No matter the amount of computer work involved a sketch is always the first step. Whether its digital or on paper.
great post man, thanks for sharing
Super interesting, as always!
I needed watch this video. My brain was obssesed with draw all enviroments and sites with the hand losing a lot of time and frustrating me, i always think about use blender for the base but my mind says that im a sin 😂
I usually use a lot of different parts from a of group photos to figure out placement and perspective and go from there
I really love your style of drawing please can you do a quick tutorial on the use and application of each tool especially on Autodesk sketch book for Android thanks
How do I get myself comfortable to get my mind thinking about filling the gray box or geometry space? (The scary empty piece of paper) In other words, it made me think about designing an exciting setting. What does it take to do that? Which of the artistic pushups do I need to practice?
Thank you so much. This is great. Can you please draw avatar Aang in your style? maybe an older version? You’re work is so incredible and very inspiring.
thank you for this video , this is so helpful.
Hey Trent, how is it going with you? Question: you mentioned that when you look at a gray box your able to fill the space. That's neat! 🤘 How does a person sharpen that skill and development it further? 🤔
Thank you,
Vye
Thanks! It was really interesting.
I use shadow box and render in keyshot to paint over or sketch some lines ,is a great saving time
I didn't know Gilgamesh liked conceptual art lol
Good motivation that you gave me.
13:56 Female armor with heels!! omg
Thanks for sharing your thoughts and work experience its very helpful
Hm.... This could be extremely useful to help me with BG design.
Thanks for that incredibly convenient Art hack.
Love you videos! I'm going to try this for my next project. If I want to present those designs in my portfolio, should I show the geometry bits as well?
Again, thank you!
Yes why the fuck not, speeds up your workflow, its just another tool. And for those who do not wish to invest too much time messing with 3D software, can I recommend Wings 3D? Its a free subdivision modeler & THATS it, it doesnt do anything else except I think UV mapping. You can learn to build very basic 3D objects to use simply as guides for perspective, etc. And after a while of doing 3d modeling, you will notice HUGE improvements in your own drawing. I remember always drawing since I was young but it wasent until I got interested in 3d modeling that I noticed the perspective in my 2d drawings were becoming surprisingly accurate, I couldnt believe that those were my drawings! It just came out very naturally too because one of the things you do a LOT during 3d modeling is basically spinning your model around constantly so that whole visual exercise becomes ingrained your mind & starts becoming second nature to sort of understand how the object is supposed to sit in space.
OH YEEEEAH, brother!
Should I do thumbnails before the blockout ? ... I kinda feel blank when I start from the blockout
if it helps. yeah.
looks cool for generating ideas indeed.
So what are these softwares that they make shapes and basic buildings with shading with ?
Could someone recommend a few ? ( esier to learn ones to get started somewhere )
Like at timeline 4:00 for example that looks pretty cool to get started to work with
Thanks!
Lajos Bori
blender and maya
Let’s just get into it
Why would anyone look down their nose at this process? By definition, all forms of design are bound by constraints - that's the difference between design and art for art's sake. The 3D models are a just a tool that makes the process more efficient. This reminds me of purists in painting who refuse to buy tubes of orange, green or purple paint because they convince themselves that mixing those colors by hand somehow makes them a superior painter.
The demo half way through the video is super useful, I'm good at modelling and painting, but I struggle painting over renders for some reason?
Thats pretty normal. Photoshop filters can help get you started from my experience.
I find it interesting how you have to correct the notion that using it(geometry) is not cheating.
Personally I agree I sketch in photoshop because I can iterate faster and when that comes to production stuff, time is money.
It would be like someone in the trucking industry being told that using horse and cart is how it was done before and is the proper way of transporting goods.
Also called Whitebox too! But hey, Grey is just old white ;)
I've heard greybox comes before whitebox, but I'm sure it varies between studios.
yea maybe, maybe there is an extra step. but ive only ever had to do whiteboxing so im not so sure haha!
thank you for demystifying this shit for me.. i always thought people were drawing the perspectives and shit for all these artworks!
You still have to understand the perspective that you're looking at. But if I had to do a complex fisheye, I'd just render a 3d image with the camera set to a wide focal length. Its silly to try to spend 2 hours doing the math on that when you can get it perfect with a render.
@@TrentKaniuga thank you.. your videos and explanations help me a lot 😭
Immediately subbed at motorcycle noises
I've recently been trying to learn how to properly use this type of grey boxing technique. This video was extremely helpful, I hope you make more like this.
Also, here is a link to some pictures I've been studying that use this technique. Its artwork by Paul Richards, I think, and his work on the Halo games. Hope it can be of help to other artist who are self teaching. imgur.com/a/GiCbLyx
Hey that's pretty nice
3:15 reminding anyone of Motherbase?
are those gray boxes given to the artist all the time or it depends on the decision of the art director (or map designer, I don't really know)?
anya elvidge just released a tutorial on this kind of gray box overpainting! she's cool search her up on RUclips x
Where's a good place to find blank grey boxes?
Can you tell me if you think Final Fantasy 7 would have been made using models like this? Thanks, i always wondered
Here is a quick question. Is the anny other softwear one can use instead of photoshop, since its very expencive?
do illustrators also allowed to paint over geometry or photograph if they can make it unrecognizable ?
Professionally speaking, as an illustrator, do companies care which program you use for building maquettes (graybox)? I have experience with 3D Max, but don't want to pay for it and have opted to switch to Blender for that...
Usually any company that knows what they are doing will give you the geometry. If you want to make your own, you can use blender, or unity with probuilder. both are free.
That makes sense... thanks for the reply, Trent.
there's a hickup in my process that i feel torn on how i should solve it.
it's mainly just about approaching multicolored details.
what i normally do is make a sketch and add flat colors to it and just render it out.
but here's the hickup, if i add the flats to the specific detail colored parts before rendering it, it will be a bit more time consuming and precise rendering out the spaces inbetween the detail and the detailed part itself.
the other option is to wait to put those detail flat colors in after i rendered the big shapes.
idk, seeing it spelled out like this make it seem silly, maybe i'm just making a bird out of a feather.
Could you make real time videos too
Are there any free programms where I can create such 3D models myself?
Blender - free and open source, fairly robust; there are probably other options you can find by Googling '3d modeling freeware' or something like that.
VilBlue sketchup, you can find a old version with a cracked key if you want pro
The art community is a strange one. Some people consider this "cheating" and some consider using a reference pic at all "cheating". I am a software developer by trade and we "cheat" all the time. When I was in school we wrote sort routines and data structures from scratch but the fact is you never write your own sort routine when you are out of school and working. You are using off-the-shelf libraries or grabbing some code off of the internet. Most game companies don't their own full-blown game engine from scratch, they use Unreal/Unity/etc. There's simply no time to do everything the hard way.
So you mean they will give you the environmet design. They will tell you where to put broken bricks, where you dont need to draw. and then they take your art and remake it in 3d when they could just make it in 3d?
no. They give you a rough geometry that takes 3 minutes to make, and shows the playable space. They give you an idea of the backstory, and gameplay objectives/hazards, and say "come up with something within these parameters". Then the modelers take about a month or two to build the scene from the approved concepts.
@@TrentKaniugaI know I was kidding actually. if I knew you will read this I wouldn't post this kind of stupid comment.
Do you have an Artstation portfolio? your art is really beautifull. I'd love to check every update.
Thank you for posting!! Amazing work! May I quote this video on an essay I´ll be doing? tanks.
If you were to draw a city as a backdrop, would you rather use blockouts or views of cities taken from the internet?
If I where you I would look up city layouts first than from that make blockouts for your city.
This is genius
Hello trent, I discovered your channel not so long ago and I find your content being very useful and interesting. Speaking of geometry in videogame concept design, I have a question : Recently I did some "studies" (just trying to understand in fact) about how perspective is setup in videogames. And especially in a game like League of Legends I don't know if I understand it properly. It seems to be a simple grid in "z" and "x" axis but with also a vanishing point (so on "y") on top to create a top view perspective and this one seems to be centered and locked on the camera, is it right ? So the 2nd part of my question is : Is it something you took in account when you worked on the visual update of the summoners rift or you could just have designed it on a simple perspective since there are 3D artists that will add it in the game ? My question could be extended to other video games in general as I saw some of your work for diablo (that is super cool btw) where you designed sometimes with what seems to be a 3 vanishing points perspective and sometimes just a "simple grid". Thank you very much if you can answer my question ! Greeting from France (that can explain me being not so understandable, sorry if that's the case ^^)
The camera in Diablo 3 and League are technically fisheye lens "isometric" perspective. We just worked over camera shots of the geometry for the collision maps to understand gameplay space. The vanishing point is not the horizon, but rather the "bottom" of the world, since we're looking down.
@@TrentKaniuga Thank you for your answer Trent !
I was feeling amazingly unproductive until I saw this... I mean, I still do, but at least I know it's because i'm just doing waaaaaaaay too much from the ground up.
Easiest will be sketchup ... its because hukan brsin has so much limitation. Just dont waste your time on tecnical
Ok, now here's the real question: Do pro artists use SACRED Geometry? :D
Salsita intro :)
1:10 thats genshin impact
There aare gameplay videos about 11 hours long
*Cough* jama jurabaev *Cough*
I know how to 3D model I did it for a good2 years. Now I'm going to try my hardest to become a concept artist and sorry but looking at plain geometry is not my style.
If only looking over them for inspiration is the point, that's cool with me but thumbnailing is where you can let your imagination shine the best. That's just the opinion of a guy that hasn't been drawing for much longer then a year though x)
common knowledge
Man you remind me of good version of Narcos series, but the series sucks and you ruleee....