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Ok, so I'm an aspiring game artist, and I need an opinion

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Ok, so I'm an aspiring game artist, and I need an opinion on my art. As of now, you guys are my only known resource.

I need to know a way to create a chain along the dotted line quickly. I can't think of a way to do it as of now that won't take at least an hour.

Also, if you see anything else you think might need changing, please let me know. This is my first time posting here, as /b/ would never give me a straight answer.
>>
Is this a joke?
>>
>>2430507
>"Ok, so I'm an aspiring game artist..."
:(
>>
>>2430507
Why the fuck is she naked? How the FUCK is a naked chick going to be a valuable asset to someones video game? Where the FUCK is the design?

I want you to rip that paper up and go to the beginner thread.
>>
b8 thread

hide/sage and move on
>>
>>2430508
No?
>>
Thank you for the help guys
>>
>>2430524
rethink your approach to learning how to draw
there is more wrong than not knowing how to draw a chain
>>
>>2430541
Please elaborate
>>
>>2430507
>I need to know a way to create a chain along the dotted line quickly.
Pirate photoshop, download chain brush.
>>
>>2430552
you don't know how to draw a chain now
what are you going to do when you find something else you don't know how to draw
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>>2430555
So, what you're saying is that there is no kind of algorithm that would
Make this easier?

Also, witnessed
>>
>>2430556
No, I know how to draw a chain, I just was asking to see if anyone knew an easier way
>>
>>2430562
Model a chain link in your favourite 3d software. Copy & paste it along a path.

If you're going to be a game artist you might as well start doing things the game artist way.
>>
>>2430584
Well, I have tried that. Futher into college research, however, I discovered that game art portfolios were recommended to avoid previous experience with modeling software. It seemed kind of ludicrous to me, but if it means the difference between admission and rejection, I'd better not risk wasting time that could be spent improving my conventional art medium skills, which, as this tread so obviously states, could use a lot of work
>>
>>2430598
What do you mean "avoid previous experience with modeling software"?

Knowing how to do 3DCG is almost a hard requirement for game artists these days, very few people do pure 2D (mostly concept artists / UI specialists, and some game artists in mobile but that's becoming increasingly 3D focused as well)

Of course knowing classical art skills is a huge bonus but you can't build a portfolio around that alone, you need to show you can make useful game assets.
Thread posts: 16
Thread images: 1


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