Howdy, /ic/! My art group and I have been doing this pastime for a bit and I wanted to share.
The premise of the activity is sharing abstract images with your friends and trying to make some sort of a readable composition from them within a set time frame.
Firstly you and a few friends get together on skype/hangout or whatever your preferred chat program is. We prefer hangout as it's easy to share screens and give each other advice while talking about specific areas of a piece. For the second step, each of you should spend the next five or so minutes chopping... Comment too long. Click here to view the full text.
>>2291413 It's used in industrial design a lot. Or well it was, but it is being replaced by digital. Other people use it as a way to do quick tone for thumbnails or early sketches for illustrations. Alberto Mielgo comes to mind for this.
Hi /ic/ I need you help Next month I need to get 5 tattoo fleshes because of the new movie that is coming out I got only 3 but still not sure if I'll use them So hit me up with ideas and i will deliver them
(I did one to troll people withe spoke hand and a banner "may the force be with you " but I don't have a pic) I'll post the 3 sketches I all ready got
I'm looking to change careers (because my current one is driving me to alcoholism), and I struck upon tattoo artist. I've looked at the requirements for the license, what it takes to get an apprenticeship, and all that good stuff. One little problem though. I can't draw. I can't freehand a straight fucking line, much less a skull with a dagger through it and a snake coming out of the sockets.
I've looked at the sticky, and of course getting good at just about any kind of drawing will be helpful. But is there certain techniques, styles, and subject matter I should focus on while I go through the basics? For instance, on the upside-down exercise, instead of trying to emulate Picasso's Igor Stravinsky, I did one of Sailor Jerry's hula girls (my sense of proportion is fucking shit. She came out an Amazon).
What pieces, and how many, should I include in a portfolio when looking to apprentice with someone?
And most helpful of all, how do I forget this crazy bullshit and just stick it out in my stable government job without putting my gun in my mouth?
>>2290689 You would be best with doing your research on google as I am not a pro, or just ask some artists. As of sketching and colouring I think you can use anything you like. Mate uses watercolours lately (tubes), there is lots of artists who use markers like copics. But my mate mostly did inking with fineliners or a dip pen (tattoo machine works in a way like dip pen, cause you need to dip it in ink). Plus when doing outline you do it with a steady line, and that's easily to get by some fineliner. Just have fun with... Comment too long. Click here to view the full text.
This thread is meant for artists who might want to try to make stylized work in-between their studies. It is strongly recommended that you use this thread in conjunction with learning the elements and fundamentals of art. You can also discuss the visual elements of various professional artists as well if you keep it relatively articulate and civil.
Submit your drawings, receive feedback or critique others! Share your knowledge and remember to thank those who've critiqued... Comment too long. Click here to view the full text.
blank printer paper, bic pens, and the pencils you have laying around. A ruler wouldn't hurt to have as well. You seriously don't need an abundance of tools and what tools you will need depends on your goals and what kind of shit you want to produce.
Don't bother with a nice sketchbook, it'll just make you anxious to draw in it, and your first drawings will almost certainly be shit. Use supplies you don't mind wasting.
Some thoughts I've recently had and bits of wisdom I've picked here and there.
'Games industry is exploding and although it is a very volatile and fast paced industry, as a whole it is doing amazing'. Talking to some concept artists however the root of the problem some of us might be experiencing became clear: Most of the explosive growth of the industry has been in the casual games sector. And not so much in the 'cool realistic triple AAA title' sector. However that's the jobs everyone... Comment too long. Click here to view the full text.
Getting a job in the video game industry is ALWAYS through recommendation first. Doesn't matter if it's AAA or indie. Recruiters ask employees if they know anyone first before even looking at any random resumes. It's very hard to just submit a resume and get a job.
Technical skill demand isn't low. People aren't dumb. They know if the art in their game is bad it's going to look like a shitty cheap game. You have to be good no matter what.
3d is extremely important. It drastically improves the speed and workflow of a concept artist.... Comment too long. Click here to view the full text.
>>2289890 >Most of the explosive growth of the industry has been in the casual games sector. And not so much in the 'cool realistic triple AAA title' sector. Keep in mind that handheld devices are getting incredibly powerful compared to consoles and PC. In 5 years time we will have medium tier phones able to render 720p visuals of a PS3, which has been the point where going "realistic" is aesthetically pleasing.
Games will remain casual, yes, but many of them will... Comment too long. Click here to view the full text.
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