Making something look good…Part 1
So…how do I make something look ‘good’ in art?
I have been asked this so many times that if I had 5c for every time that question was raised I’d…actually, I’d probably only have about 35c or something, so I guess that point goes out the window as a valid reason for me writing this post.
Different angle then…I know that as a young artist, it was a question that pervaded my developing mind every time I tried to illustrate something vaguely awesome like Venom totally kicking Spiderman’s skinny-gaudy-leotard-laden butt.
So if this was a query that I had as a young lad, I’m certain that it also resides within the fertile minds of many junior illustrators fearful of appearing unintelligible in front of their more savvy colleagues…who would no doubt chortle and jest at their expense. So I’ll save you the embarrassment and detail it all here, so that when your small, merry band of artisans once again meets over a warm ale to discuss the nuances of tone, perspective and line weight you will be able to jest and chortle with the best of them at some other poor fool who did not read this blog post, hehe.
How this information originally came about, was that my friend Paul Turbett, Overlord of Black Lab Games and programmer Big Daddy (who is also coincidentally working on some great games!), decided to ask this million dollar question. Seeing as I never really had call to reflected on the skill set I use on a daily basis, I decided to answer this query in thoughtful detail. In part to answer the question and in part to do a stock take of the areas I felt aspiring illustrators and concept artists tended to be a little weak in.
Coincidentally, this list is the same framework that I now base my teachings on at RMIT when instructing the digital painting and illustration subject.
So without further shenanigans lets get into it starting with Paul’s catalytic email… =)
From: Paul Turbett
To: ‘Darren Yeow’
Subject: Art Advice
Hey Daz
How is it all going? I wanted to ask for some advice about art, I’m not sure if I mentioned it, but I’ve been learning 3D modeling this year and I’m at a point where I’m pretty confident in my ability to model a reasonable range of objects and can operate tools regarding UV mapping and whatnot. In other words, I’ve got some of the technical art skills under control.
The thing I’m struggling with however, is the idea of making something “look good”. For example, to better illustrate my point, say two people attempt to draw something, one comes out looking awesome, the other looking crap, but both are recognizable as the object. Why is that? What makes something look good?
I think what I’m asking about is art theory, however I don’t really know where to start researching this stuff and I’m not really sure of the terminology, being a programmer and all. It’s a case of ‘I don’t know, what I don’t know!’
So, I was wondering if you could give me some pointers about where to start? Can you recommend any books, sites or search terms that can help me to understand how to make something “look good” in a game art sense?
Thanks!
L8r, Paul
…and now, I am going to pull a “Who Wants to be a Millionaire!?!” moment and provide my detailed answer tomorrow! Yeah yeah, I can hear all the disappointed pooh’s! But that’s how it’s going to be, I promise it will be good though, with links and explanations and dancing polar bears.
And here is the link! http://www.stylus-monkey.com/making-something-look-good-part-2-links-resources/
Rest easy, keep arting! =)
Daz






3 Comments
Jacob Paris
April 21, 2010There better be polar bears *fist shake*
Benny Head
April 21, 2010with 3D modelling i find the main difference between the noobies and the better modellers (besides technical knowledge) is attention to detail. Where the noobie might put a flat plane, the better modeller will generally fill that space with some detail that helps the overall design. The noobie might model a persons arm pretty simple with the muscles, but the pro will add all the veins and little details that make it look more realistic. And that’s my 5 cents.
Darren Yeow
April 21, 2010Jacob: Hell’s yeah…*starts drawing dancing polar bears…*
Benny: Couldn’t agree more my good man, I love that “Attention to detail”. I might just have to write a blog post about that =)
Part of…nay, an integral part of representational illustration is learning to exercise that every single time you create a piece of art, that’s why its such a good foundation for any other sort of artwork such as 3D, animation, etc.
Observation and translation, sometimes tedious, always time consuming, it is nevertheless a barrier between the good and the great.
Rock on gentlemen!