View Full Version : Concept Art is Dead

05-09-2018, 11:56 AM

good talk. i pretty much use all these tricks myself...

so should U

05-09-2018, 01:47 PM
Great video

05-10-2018, 07:13 PM
OK, which one of you bastards killed Concept Art? Come on. Own up. :p

I've been using cheats to create stuff for years now. I'm glad that someone in the industry has officially announced the smart way of working even though this video is three years old.

The thing with using 3d models as reference for overpainting is that you don't need to stick with simple shaded models. You can create quick textures for low poly models which can easily be swapped out to get a better reference. Simple textures are fine but any extra texture maps (IE specular, normal, etc..) can increase the realism of the look and simplify the painting process. Even using displacement in conjunction with opacity maps can be used to fake geometry.

Any way of cheating to get the job done and looking good is always the smartest way for me.

Revanto :p

05-17-2018, 05:21 PM
There is a LW user... Neil Maccormack that have done this sort of stuff for years... I am baffled by the fact that actual concept artists didn't pick that stuff up years ago. Must be an ego thing or something?


05-17-2018, 05:43 PM
"Concept art" still exists its just a different market from "concept design" which is what this guy is talking about. Apples and oranges. One can argue, "why reinvent the Wheel" and others argue why use a wheel at all, lets invent something else to get from point A to Point B. Indeed design is far more practical if that is what you are trying to do.

06-05-2018, 01:12 AM
I sometimes prefer the old concept painting. The photo bashing style, is more practical though. Starting with photos or CG is the way to go, because it saves a ton of time. Things seem to be overly detailed in a lot of movies and games these days, so maybe it has it's drawbacks too. Simplicity and implied detail made a lot of past designs iconic, while a lot of the newer stuff is very busy and forgettable. As jasonwestmas said concept art vs design is apples to oranges. They diverge where one is nailing down a specific design for say a mech, and needs lots of detail for the modelers, whereas the other is concerned with nailing a mood to get the scenes to feel right and play well against each other. My feeling is, when the super detailed stuff is used for mood, it doesn't work as well. I think I'm just more interested in that macro view.

In any case, I did a concept painting this weekend for a personal project, and it reminded me of this thread. The background is lightwave 2018, the characters were hand painted (in photoshop), and a little fog and slight tweaks in photoshop. I hope you like it.

06-05-2018, 03:24 AM
Very Nice!   https://i.imgur.com/bcwLfNX.gif

06-05-2018, 10:57 AM
Very Nice!   https://i.imgur.com/bcwLfNX.gif


06-25-2018, 06:22 PM
Good video.

Although I was amused by the word "Impossible" used for the space scene at 21:37 (i.e. impossible without using a 3D app to get the perspective right).

All I could think of was the Luke Skywalker quote from Ep. IV mutilated into something like, "It's not impossible.... Syd Mead could depict that kind of scene without much more than brushes and straight edges."

But I know what he means. Heck, I just helped my mom (the watercolor artist) figure out a painting's perspective using LightWave's wireframe rendering. Definitely a time-saver over the old-skool hand-drawn perspective techniques that I learned in school.