Making something look good…Part 2 (Links & Resources)
Alright, thanks for coming back, this is the second part of the a two part blog post, the first can be found here: Making Something Look Good…Part 1
As promised, here is a list of various skills and associated resources that have helped me to improve my artwork over the span of 4–5 years and will probably do the same for you.
If you have any queries, additions or just want to say hi, you’re encouraged to hit up the comments section of this post. I also wrote this a while ago, so if there are errors, grammatical or otherwise let me know and I’ll edit. Remember…caring, is sharing =)
From: Darren Yeow
To: ‘Paul Turbett’
Subject: Art Advice
I had a bit of a think about your email and yes, art is definitely one of those fields where it is quite subjective. If you don’t know how to break down art-making into it’s various underlying components that are brought together to create a complex object, it can be difficult to gauge how to improve it. I’d say that the areas cited below are the main technical aspects of representational artwork:
1. Observational / Replication skill
This is basically training your eyes to see what is actually in front of you and to faithfully reproduce what you see. When looking at an object, a lot of newer artists look once or twice and then try to reconstruct it with their mind’s eye. Although there is a time and place for that, being able to observe a reference and accurate replicate it on your chosen canvas is an important foundational art skill. That’s why a lot of artists attend life drawing classes. Personally don’t do life drawing, I instead just use photo references or other physical objects on my table simply because of time constraints.
Training this is as easy as spending 5–10 minutes a day sketching various objects, take the time to look at something for a while, look t how it is constituted of form, shadow, light. It’s not so much what you draw, its more the development of the connections in the brain that is important.
Visit PoseManiac’s 30-Second Drawing to practice.
2. Idea Generation
Also called ideation, it is the creative process before attempting the final art. It is undertaken to facilitate the feel, gesture, or general shape of the final design — not so much about final details.
The starting point of this process is just looking at lots and lots of cool art, photography, gathering good solid reference that fits the brief, doing lots of doodles and sketches at a small size (thumbnailing), not worrying about details and actively making sure that you’re not blatantly copying someone else’s work. From there, you’ll start to develop your own ideas.
Feng Zhu, Syd Mead and Scott Robertson, all well known and highly experienced concept artists all have great DVDs out that demonstrate the concept of idea generation. If nothing these DVDs will get you pumped to draw:
Concept Design 1: Vehicle Sketching
Techniques of Feng Zhu 1: Design Process — Fighting Robots
Techniques of Syd Mead 1: Thumbnail Sketching and Line Drawing
The Techniques Of Scott Robertson 5 Creating Unique Environments
3. Linework and line weight
This is an abstract skill mainly used for design purposes, line and line weight do not exist in the physical world, everything is represented to us in value / tone and hue. It is nevertheless an invaluable tool for idea creation and getting ideas down on paper quickly. It can also be a way to simultaneously practice your mechanical dexterity, to achieve clean work. Check out Feng’s DVD on design, tackles the problem of line work very efficiently:
Concept Design 1: Vehicle Sketching
4. Tone / Value / Light / Shadow
This is how objects are represented to us visually in the every day world, objects are represented by their form shadow derived from lighting, replicate the shadows and lighting correctly and your art will start to sing. Check out Henry Yan’s work, it is a good example of excellent tonal control, he has a book on Amazon if you’re interested. Scott Robertson also has a fantastic series of DVD’s out detailing with tonal rendering also:
Henry Yan’s Figure Drawing (Techniques and Tips)
How to Render Matte Surfaces 1: Shading Planar Surfaces
How to Render Matte Surfaces 2: Shading Round Geometric Surfaces
How to Render Matte Surfaces 3: Shading Complex Curved Surfaces
5. Perspective
Perspective is a theoretical framework to represent objects in a simulated 3d environment on a 2d surface. I’d say this is another area that a lot of people fall down in, basic perspective is quite simple, but to really get a good grasp of it, it takes quite a lot of hard work, I have a natural inclination towards art, and I knew 90% of perspective when I was a kid naturally, but the last 10% I worked hard for months to fully understand. A great resource I used to fill in gaps in my knowledge is Perspective! For Comic Book Artists Link – its represented in a very easy to understand comic strip format, doesn’t mean its easy to put into practice, but it is easy to understand at least:
Perspective! For Comic Book Artists: How to Achieve a Professional Look in Your Artwork
6. Proportion
Proportion is the size, location, and orientation of one picture element in relation to another picture element – simple but important and difficult to grasp.
For instance, referencing the human being, the proportion of the human height is measured in heads, for an idealised man, that is 8 heads high. The pelvis area is roughly 4 heads down from the top of the body. The chest / nipple line is 1 head down and so on. Learning proportion is as simple, as sitting down and studying photographs, and thinking in terms of the image elements – arms, legs, eyes, head, etc as abstract shapes, they lie on the image plane in various locations, a certain distance from each other. Thinking about images in such a way, will train your artistic sensibilities so that you can incorporate it into your own work.
The best books in my opinion that dealt with this topic was Loomis’ series of books, now out of print. I’ll work on getting some PDF’s uploaded so that you can download and reference them. You can get some second hand copies online at Amazon, but they are bloody expensive as they went out of print in the 50’s I believe.
7. Colour Theory
Colour is an advanced topic, only learn about it once you’re comfortable with all the prior steps. Jeremy Vickery of Pixar has a fantastic DVD out, imo one of the best resources on colour theory around — practical and low on jargon. The DVD will cost a bit when you factor in shipping, but it is well worth it:
Theory and Application with Jeremy Vickery. Practical Light and Color.
8. Texture
Refers to the observation and replication of hue and tonal gradations in order to depict various surfaces. I’ve only ever used one book:
Digital Texturing and Painting
9. Dexterity
This is really the breadth of your artist touch or feel, it’s the ability to be gentle with your strokes, or forceful, its what give art a feeling of being alive. Some new artists, because they haven’t developed this gentle touch, tend to create all their artwork with a heavy handed touch — slap this here, slap this there, and it’s done. Just as there are different golf clubs for each situation on a fairway, there are different strokes in art, knowing where to apply them comes with experience and pencil mileage, being able to do so is manual dexterity, how you clasp and how deftly you control the pencil or scribe.
10. Design Principles
This refers to established principles, that govern effective design, one of the more abstract areas of illustration. I found a good resource was the Universal Principles of Design:
Universal Principles of Design, Revised and Updated
Problem solving and correcting an image essentially entails going through each of these attributes of an image and systematically fix what is wrong or lacking in each category. This is a fantastic method of making sure your artwork can always be “saved”.
Hope this helps you out some Paul! =)
Daz







12 Comments
Drew
April 22, 2010Excellent resources, I’ll be sure to check this out. As a budding artist who wishes to save himself from some chortling, I thank you, sir.
Darren Yeow
April 22, 2010No problems Drew, you have now been endowed with great power, use it justly.
Paul
April 22, 2010Nice bear. Dancing and all!
Darren Yeow
April 22, 2010You know I don’t mess around Paul!
Ian Miles
April 22, 2010Excellent post as usual. A lot of those resources I personally have and recommend. Because not only the artwork is great, but because some insights are taught from people at legendary level of skill.
Looking at the email that was sent to you, reminds me one thing that Feng commented in a interview:
“I’ve taught and given lectures for many years, and the number one question is always: “how do become the best and make the most money in the shortest amount of time?” Anyone asking this question will not make it or is not in the right mind set.”
So true. u_u
Timothy Best
April 22, 2010I recently picked up Vanishing Point by Jason Cheeseman-Meyer for perspective and it’s pretty hot-sauce. I’d never actually seen the theory behind the curvilinear stuff before. Infinite-point perspective will mess with your mind. YOUR VERY MIND!
Great post, BTW.
What are your thoughts about bringing the artist into the art? You know, making the stuff you make reflect a unique voice?
Darren Yeow
April 22, 2010Hiya Tim, yeah I have that book too, although I much prefer the one I recommended above. Perspective has the propensity to be a rather dry subject, so their unique discussing and explanation of the subject is pretty refreshing as the whole book is taught in comic book form, highly recommended.
Interesting point about the artists in art, to be honest I’ve never really thought about that! Most of what has become my style has been a conglomeration of all my various inspirations over the years, from Giger, to Rockwell, to industrial designers, comic artists any everyone in between. I think style is something that evolves and solidifies naturally over time, and isn’t something that artists — especially beginning or even intermediate artists should really worry about. It’s kinda
A lot of the time, style is used to hide an artist’s flaws =)
Also, in the field that I am in, style is definitely a second place when compared to the requirements of the game. I mean, it’s no use if something screams “YOU!” if it doesn’t fulfill the requirements of the brief right?
Not saying it doesn’t count, it does, but not so much as in fine art. I will however say that being a freelance artist, style points definitely help make you more memorable to art directors who look to outsourcers when they’re in a pinch.
CTomlin
April 24, 2010Posemaniacs…wow…I ask myself why I didn’t know about this sooner. A simple fun little resource.
Darren Yeow
April 28, 2010It certainly is a great little resource isn’t it!
I get all nervous before hitting the GO! button hehehe.
Andrés Romero
April 25, 2010Darren you know what’s remarkable from you?, even though you’re a top artist you don’t hesitate to do anything you can in order to help others, even people you don’t know like me.
And this article is great, thanks for sharing your path with us. =)
Darren Yeow
April 28, 2010Thanks Andres! I really appreciate the kind words =)
For me, I’ve found in recent years the the more you give out, the more you receive back hah! So maybe I am being selfish because I want to get more stuff back!
Keep well buddy!
Daz
harryzed
May 3, 2010awsome post, i will be coming back here alot!
i found this link for downloading the andrew loomis books : http://www.placidchaos.com/AM/index.php/2006/02/21/andrew_loomis