02-05-2014, 08:56 PM
Yo man, did I see somewhere you got accepted into a school somewhere? If so congrats man! Fire it up!
I guess I could talk about some issues with this image with things like, thumbs to play with more interesting perspective, adding more foreground to add depth, having more transitions from one depth level to another again to add depth, really working with subtler values transitions and identifying light sources and rendering everything accordingly, thinking about colour schemes so that things are less gray overall. But I won't.
Instead I'm going to start up on the why? Yeah totally new level of crit. As a designer, you have a brief, you have something you want to portray. The thing to remember is while creating an engaging image you also have to be as blunt and clear about what you are trying to portray as possible. Looking at this image..is it a slum? Yeah probably. It's definitely decrepit. Is it a "western" city (what exactly is that anyway?) Ummm who knows? It kinda looks favela or shanty like...could be Jamaica, Rio de Janeiro, Johannesburg... There is no hint to give us a clue.
Environments and cityscapes aren't just about building and architecture design. Lighting, people, signage, weather, animal life, vehicles, infrastructure type, activity...all these things can give us hints as to where/when we are. I think besides the technical image making stuff, this is what you need to really start thinking about before/during the initial stages of your design. There is nothing at all going on in this image. It is a shell. If you have read the Langoliers by Stephen King, it is like the world of a particular instant in time that is completely devoid of life that they eat up. This feels like their world.
You seem stuck to mostly level 1 point or shallow 2 point perspectives. Really try to mix it up more. Study other enviroment artists...what do they do. James Paick, Robh Ruppel and Eduardo Pena (Chino Rino) are good examples of using perspective well. Check out Eduardo's ca.org thread. I look to him for beautiful value control and interesting but simple perspective and composition ideas ideas. http://www.conceptart.org/forums/showthr...p?t=271890
It may also help to think cinematically in order to create a bit of narrative.
Also consider using 3D programs to help you come up with some base plates that you can build your environments on to make this easier for you to visualise
Ok that's enough gold for one crit. Hop to it. :)
I guess I could talk about some issues with this image with things like, thumbs to play with more interesting perspective, adding more foreground to add depth, having more transitions from one depth level to another again to add depth, really working with subtler values transitions and identifying light sources and rendering everything accordingly, thinking about colour schemes so that things are less gray overall. But I won't.
Instead I'm going to start up on the why? Yeah totally new level of crit. As a designer, you have a brief, you have something you want to portray. The thing to remember is while creating an engaging image you also have to be as blunt and clear about what you are trying to portray as possible. Looking at this image..is it a slum? Yeah probably. It's definitely decrepit. Is it a "western" city (what exactly is that anyway?) Ummm who knows? It kinda looks favela or shanty like...could be Jamaica, Rio de Janeiro, Johannesburg... There is no hint to give us a clue.
Environments and cityscapes aren't just about building and architecture design. Lighting, people, signage, weather, animal life, vehicles, infrastructure type, activity...all these things can give us hints as to where/when we are. I think besides the technical image making stuff, this is what you need to really start thinking about before/during the initial stages of your design. There is nothing at all going on in this image. It is a shell. If you have read the Langoliers by Stephen King, it is like the world of a particular instant in time that is completely devoid of life that they eat up. This feels like their world.
You seem stuck to mostly level 1 point or shallow 2 point perspectives. Really try to mix it up more. Study other enviroment artists...what do they do. James Paick, Robh Ruppel and Eduardo Pena (Chino Rino) are good examples of using perspective well. Check out Eduardo's ca.org thread. I look to him for beautiful value control and interesting but simple perspective and composition ideas ideas. http://www.conceptart.org/forums/showthr...p?t=271890
It may also help to think cinematically in order to create a bit of narrative.
Also consider using 3D programs to help you come up with some base plates that you can build your environments on to make this easier for you to visualise
Ok that's enough gold for one crit. Hop to it. :)