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Author   Topic : "Concept art - sci-fi race vehicles"
A
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Joined: 24 Nov 2000
Posts: 126
Location: Australia

PostPosted: Sat Sep 20, 2003 8:02 am     Reply with quote
Here are some concepts I was rendering up as an exercise in PC games technology.

I feel like I'm giving this forum a hammering of late - let me know if you think I'm hogging too much space!

Anyhow, I hope you enjoy these, and maybe you have some suggestions for improvement in the designs.

Cheers, A.



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Hey ... can anyone help me find a games artist job?
Maybe in Canada? Smile
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AndyT
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Joined: 24 Mar 2002
Posts: 1545
Location: Germany

PostPosted: Sat Sep 20, 2003 10:44 am     Reply with quote
Stunning. You can post images in this thread hourly if you want to!
Hard to believe that you "need help finding a games artist job"!?!?
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http://www.conceptworld.org
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Light
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Joined: 01 Dec 2000
Posts: 528
Location: NC, USA

PostPosted: Sat Sep 20, 2003 1:20 pm     Reply with quote
Excellent!

You might try to push it farther though. Push your idea beyond normality and then go back to something reasonable is the idea because these are excellent but I don't know if they were taken to the limit.

This may/may not be useful to you: http://light1.home.mindspring.com/master1.doc You are very good so dunno. Smile


Also, think about how these ships will peform in reality. Ask logical questions, and then ask art questions. A logical question might be: Why does a space ship need to be streamlined when there is no friction? A art question might be: How can I design this so that the profile is more proimenent or it looks more impressive? IE.. if you were desigining a fighter.. logical hings might be uses heavy sword so big muscles, short so slow.. etc Art questions might be how to make it look better.

Getting a games job is not easy but you should be able to with your skills if you bill yourself as a specialist.. The thing is though that the concept artist is a sought after job, and quite difficult to do the job, and difficult to get.

Your sketches look good enough to me though. You should directly apply to the game companies, build a resume, and send in your portfolio in the mail, and wait for a reply. That is usually the best way to go unless you have a friend, IMO. But I odn't have a job in games so maybe I don't know.

These are good though... just try to push it more, and see what happens.

btw few specific suggestions on how you might go about pushing something like this:

increase perspective
add organic elements
add complexity beyond whats needed and reduce

---

here's an example of me pushing one of your drawings.. not saying its better (maybe not) but I tried to push it.. it could even be pushed farther then this of course.. hope you like (also maybe some extreme perspective and then isometric views for more modeling might be better in this case).

http://light1.home.mindspring.com/copies/paint_overs/ship.jpg
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william willette
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Joined: 15 Aug 2002
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PostPosted: Sat Sep 20, 2003 3:13 pm     Reply with quote
did u use 2 point perspective for these?
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Smurf
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Joined: 21 Mar 2003
Posts: 78
Location: Wisconsin

PostPosted: Sat Sep 20, 2003 9:32 pm     Reply with quote
Looks like f-zero Very Happy
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A
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Joined: 24 Nov 2000
Posts: 126
Location: Australia

PostPosted: Sun Sep 21, 2003 5:36 am     Reply with quote
Thanks guys.

Light - I'm having trouble getting to the doc you've linked there. However, I get your point, especially the dynamic perspective bit.

William - I used "make it up as you go along" perspective. Really, it's meanst to be a two-point perspective, but I don't set them up rigorously. I use a parallel ruler for the verticals, then just judge the other lines by eye. I don't really have the desk space to lay it all out properly - the studio's in too much of a crowded mess for that!

Smurf - not familliar with F-Zero, but the game that sticks in my mind for this kind of stuff is Wipeout (worked on various wipeout titles back in the mid-late 90's).

Cheers,
A.
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Hey ... can anyone help me find a games artist job?
Maybe in Canada? Smile
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