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90% of IC is easily better than this. how do you get into the

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90% of IC is easily better than this. how do you get into the concept art field? do you really have to bum around school and talk to teachers? is it not about trying to git gud? i want to fucking work for nintendo too.

any anons here working full time as an artist? if so, how did you get the job?

>inb4 i'm saying the drawing is bad i'm not saying it's bad it's OK
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closer picture. the concept is nice i guess but the execution looks amateurish rather than just fast.
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>>2899701
>90% of IC is easily better than this

No matter how good you are. Some clown will always get more attention and work oportunities just because reasons. That's life
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>>2899703
No idea who did this, but a lot of times when you see really crudely drawn concept art, it was usually done by creative people involved in the project who aren't primarely artists or by veteran cloth and costume designers who can't draw very well but have been with the company long before that was a requirement to get the job.

Most of the other concept art pieces I can find for this game look just like what you'd expect. Nothing super amazing, but competent drawings and paintings, so that's the minimum what you should aim for if you want to work for Nintendo.
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>>2899701
>90% of IC is easily better than this
Stop lying to yourself. We're to the art industry what /pol/ is to world politics and /v/ is to competitive gaming.
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>>2899755
I see. So would being able to do more than just draw (like sculpt, make clothing, makeup, etc) helps you get hired?
>>2899759
IC is the strongest art group on the internet? Ive never seen another art group like this.
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>>2899764
"popular" is not a compliment.
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>>2899767
o-okay, anon. i dont want to be famous i just want to make stuff with other people (who dont have fucking shit ideas)
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>>2899764
>I see. So would being able to do more than just draw (like sculpt, make clothing, makeup, etc) helps you get hired?

Other than sculpting (3D software), probably not. If a big company hires new talent, they usually hire experts in their field, not people who can do many things at a below average level.
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>>2899777
If i was hypothetically one day really good at art, how do i get connections? Is it school? Do i mail nintendo? Sorry for bombarding you with questions but you've been a great help
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>>2899781
Well, I'm no authority on this as I've obviously never worked for Nintendo either, but common sense is that you shouldn't worry about landing a job at such a big company anytime soon. Just develop a skillset that makes you valuable to clients, have a strong online presence and send out your portfolio to studios.

Just don't look at the worst examples of artwork done for a project and assume that's the skill level you need to get the job because however they may have gotten that job, you most likely aren't getting it the same way.
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>>2899701
back in the day zelda wasnt as big as it is now. So when they were looking for someone to do the art they were going for the an artist who was decent and cheap/fairly priced.

Being better at art doesn't necessarily mean you will make more money or be more successful. To be successful you have to know how to identify your best audience. Then it's supply and demand. Creating art at a high frequency boosts your relevance and keeps you in people's memory. Every week they will say "hmm i wonder if X uploaded something yet". Someone who posts doodles daily will have more influence than someone who creates a masterpiece once a year. Try to find your comfort area somewhere in-between.
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>OP is retarded
>it's /v/tard
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>>2899865
Wise words.
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>>2899891
Are you retarded? Zelda has been popular since the late 80s. And the designs in the OP are new.
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>>2899898
Yes, I am retarded. Thanks for asking.
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>>2899701
Another anon who thinks concept art is "mommy hangs my picture on the fridge" the job. That's called illustration.
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>>2899705
But that's not fair.
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>>2899701
In the video these are from they said they had a private board where everyone in the team would post their ideas, no matter how outlandish or poorly conveyed. The worst of the pieces they showed were probably drawn by people who aren't artists primarily.
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Aonuma probably just got one of his friends to do this, he treats Zelda like a hobby, all of Nintendo do. That's why they refuse to make Twilight Princess 2.
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>>2899701
>>2899703
>>2899755

are you actually this stupid
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>>2899701
ok
if you think ic would do better designs lets make this thread a "make Zelda concept designs" thread and see if ic can deliver.
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>>2899701
> colored roughs.

There is a reason why that shit is called a rough concept, anon.
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>>2899998
life isn't fair
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>>2900100
Where does this idea come from that a good artist will literally forget everything he's learnt just because he does a quick sketch? I'm not OP and I'm sure the artist who drew these is a good designer and offers valuable ideas, otherwise he wouldn't be working for Nintendo on such a triple A project, but to pretend those flaws in his drawing are from time restraints seems fairly delusional to me.
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>>2900108

Most sketches like that ranges from 5-15 minute sketches anon, from what I can say to you it's the lead artist's job to make the concept art look good and marketable.

There are more worse thumbnails than that anon even in story boarding... Just don't let me start with story boardning jesus christ.

I remember 300's storyboard it was a fucking joke.
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>>2899998
it actually is in this case because you're not anywhere near this skill level nor is "90% of /ic/"

like others have said these are rough drawings made in a couple hours, probably among hundreds of other drawings that had to be filtered through. it's not indicative of the peak talent of the artist.

>>2900065
no one will deliver on that. it would require drawing.
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>>2900112
I honestly don't care how long it took. If you know how to properly draw a human figure, you will not make these mistakes, it's really that simple. I know artists like this have their purpose in the art department and they have skillsets that make up for their lack of technical skill, but why do you have to pretend that they do have the technical skill and it's purely time that's the reason why they can't show it?

Do you honestly think if say Wes Burt or Dave Rapoza had to do a 15 minute sketch of a human figure, they would come up with something remotely as wonky and off looking as that drawing? Again, I'm not saying that it's that artist's job to do anything technically half as good as those guys would be hired to do, but that's exactly the point. The person who drew this is not a good technical artist, it doesn't matter if they had 10 minutes or 10 hours.
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speaking of shitty concept art http://conceptartworld.com/news/iron-man-2-concept-art-by-jonathan-bach/
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>>2900125
what's wrong with it exactly?
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>>2900125
well not everyone is wes burt and dave rapoza is it?

And like I said, Lead artists doesn't care if concept art looked like shit as long as the details are properly translated.

If you're complaining that guy has a job, maybe you should send a shoutout to nintendo and tell them how to do his job.
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>>2900128
>http://conceptartworld.com/news/iron-man-2-concept-art-by-jonathan-bach/
As illustrations they look like shit, but they are fine as concepts. They clearly get the idea across and have some interesting designs there. A couple I think look dumb, but given what it's for and what he was instructed to do I'm sure they are fine.
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>>2900131
>If you're complaining that guy has a job

I'm not. I get why he has a job and I'm sure he's a stellar designer. As you said, it's not his job to worry about making good looking art, I'm just wondering why you have to pretend that he COULD do it if he wanted to / had the time to do it. That's clearly not the case because a technically good artist doesn't just forget everything he learnt and starts drawing like an 8 year old when they need to do a quick drawing.
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>>2900125
Who cares? Did Baby just got woke cause he realized technical skill doesn't always translate to great design?
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>>2900108
what flaws?

concepts are about the idea, the theme, the design language. the art directors don't give a shit about your loomis. and I can bet you the artist here had to make 100s of those designs, these are just the ones that made it to the next stage
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>>2900147
Yeah that's what I'm telling him. I was just very surprised in 300's story board as most of it were just stick figures back then and there were alot of speech bubbles with "oh shit!" "Fuck fuck fuck!" in the story board.

In the end, the final product is all that's worth it.
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>>2900142
the drawings fine you pleb, this isn't the drawing of an 8 year old. I take it you're complaining about the hand looking a little stiff? just stop posting, go get some figurative perspective.
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>>2900147
You dont' know what time constraint does to your art man. If you know then you wouldn't be saying that some guy forgot his fundamentals all of a sudden.

I assure you, one of your favorite artists has a lot of shit work that he doesn't need to show to the public because of how shit it is. It happens all the time.
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>>2900148
why does this person have a job for star wars and I don't? I can draw a 3d box impeccably from any angle.
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>>2900158
>>2900147

you faggots keep on replying to the wrong anons
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>>2900148
No, I've been saying this in every post I made so far you fucking retard. I get it that technical skill doesn't matter and that a good designer has value far beyond making pretty images. I just find it confusing that you call me out for saying the exact same thing you are saying just because I worded it differently.
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>how do you get into the concept art field?
Step 1) be good at more than just 2D art.
Step 2) work a job being excellent at 3D. But still be good at painting.
Step 3) Studio needs some quick concepts done, but everyone in studio is shit at 2D. They could hire someone or they could save money and use someone around the studio!
Step 4) You're the only one who can somewhat paint and draw, you got the job, congrats.

What would you think if I told you this was a true story?
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>>2899764
>IC is the strongest art group on the internet?

Most boards on 4chan have a strange philosophy of "if you go to another website you're a faggot and a traitor" and end up not going anywhere else, yet still deluding themselves 4chan is better.
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>>2900108
But that's not the point of what he's doing. You have to drop hundreds of concepts like this. The thing you have to worry about is getting your concepts through. It doesn't have to be perfect but competent enough to be understandable (the colors, clothing, poses, etc.) and then they pick one and work over it with other 100 variations or they discard it and you do other 100 concepts again until they pick one. It's just what you do in design in general.

I bet if the guys had time they'd probably render it in a great way but that's not the actual aim of this anon. They're not illustrating, they're building ideas.
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>>2900163
I need to know more. Has this happened to you? Is it really this easy? I want to do this so, so bad man. i didnt make this thread to bash anyone i just want to get into the industry.
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>>2900288
well it's that easy if you have a killer portfolio. that's the gist of it.

Portfolio is king while your resume is the queen that will complement your portfolio if the company want's to double check your background. Although it's not always the case and they'll hire you if you are consistently updating in social media your groundbreaking work that everyone can see... assuming you're not socially awkward though that's always the turn off.
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>>2899701
90% of ic is not better than this
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>>2900288
>Is it really this easy?
Yes. But you're mistaken if you think it's "easy".

First of all, you need a job you will be comfortable with doing even if you fail at getting into conceptart. Second of all, it'll take many years for you to work your way into the position you need to be in. Third of all, there is a random luck factor involved, depending on the studio you work with and how they're tackling projects. Many do hire for specialized concept artists to fill the role and you lose your chance if you work in one of these environments. Meaning you'd need the right team, right project, and right studio at just the right time to find the chance to do the job. And fourth of all, you better be damn good at making friends and getting them to hand you opportunities when they arise, because their recommendations are what will get you the huge majority of work. People give jobs to their friends before they look for random strangers. Fifth of all, though it's less competitive than concept art, plenty of talented 3D artists still struggle to find work.

If you think about all these factors, the "easier" option for getting straight into concept art, is probably just doing concept art. But this roundabout method gets you straight into studio work right away, if you just want to work on projects in general and don't mind doing 3D or enjoy doing paintovers. You just better be a damn good jack-of-all trades, if you plan to move between job positions. People who don't specialize but are good at multiple roles are still desirable, depending on the project: usually newer or smaller studios look for stuff like that, and you can work your way up from that position. Not all new or small studios are amateurs by the way, plenty of experienced directors or producers start their own studios and this is a good opportunity for jack-of-all trade types, since they have less funds to spend than bigger studios.
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>>2901416
>since they have less funds to spend than bigger studios.
Sorry I should have worded that better. It's because the studio has less funds that they're more reluctant to hire on expensive specialists and will use what's in their current talent pool since it's less expensive. Specialists can get very pricey, and a guy or two who can do paintovers will usually suffice for concept art, if the job is simple enough. My experience isn't correlated video games though, if that's what you're trying to break into. I'm only familiar with VFX studios and know people who work in VFX. Video game studios may be different.

Anyway, just think about what kind of position you really want to do. 3D can help you with concept art if you do paintovers, so it's a positive to know, but there are some people who are strictly 2D who are hired for jobs all the time. It depends if you just want some kind of studio work, or if you want to specialize as a 2D artist, yeah?
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>>2899764
/ic/ is weak in concepts/design. Shitposting doesn't help. If /ic/ is your only source, you'll have skewed view of the world.
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>>2900165
/v/ and /pol/ are not "most boards."
Thread posts: 51
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