So - the buried city! This is a real challenge because you need to be able to express the city-scale of your civilisation, without the benefit of an 'exterior' shot - i.e. from what vantage point can you show the entire city? How can you get far enough 'outside' of it and from where exactly in this buried place is the city being viewed? (From inside some other huge cavern, or from some lone outpost?). Mailin is also meeting the challenge of this city, and I left a bunch of visual references on her blog as part of her OGR;
They should be as useful to you - note particularly the suggestions around thinking practically about the logic of this underground world - i.e. fire your imagination and your design of the nitty-gritty by asking yourself how the inhabitants live, work and feed down there in all the darkness. With this city, what I want you to avoid is simply depictions of lots of soft mid-brown rock, tunnels, and torches; it's a city, with all the scale, multitude and complexity it suggests.
I'm including a link to Jack's OGR too - as here I discussed similar expectations and suggested that, by looking at actual real world rock-formations, you could begin to establish a more architectural understanding of 'mud'.
Finally, these images by Piranesi might further inspire you in terms of the combining of underground spaces with ropes/mechanisms:
Also - in this is advice other students have had - when you choose the interior, ensure that it's a space that tells us something about the civilisation; don't choose a corner of someone's house, choose the interior of the mine-cart railway terminus (or whatever) - something speculative/visionary that a concept artist would be tasked with imagining. No small ideas!
Hoping to splash some color on this blog as its been a lot of greyscale work recently but there we go more fire witch concepts. this time her ultimate form
So I finished this a short while ago. Interesting to see how much more work I need to put in to truly get good at this but a decent step none the less, learnt a few things. and a step by step gif: things to work on: better comps colors lighting shape language
So this is something I did as a little cooldown piece after I wrapped up on some stuff during the day. It's kinda cool but I'm probably gonna take her back to the board and get some edits and stuff in it. the design just isn't doing it for me 100% of what I know it can be.
OGR 10/10/2014
ReplyDeleteHey Tumo,
So - the buried city! This is a real challenge because you need to be able to express the city-scale of your civilisation, without the benefit of an 'exterior' shot - i.e. from what vantage point can you show the entire city? How can you get far enough 'outside' of it and from where exactly in this buried place is the city being viewed? (From inside some other huge cavern, or from some lone outpost?). Mailin is also meeting the challenge of this city, and I left a bunch of visual references on her blog as part of her OGR;
http://mailinbergatuca.blogspot.co.uk/2014/10/mailins-online-green-light-review-for.html
They should be as useful to you - note particularly the suggestions around thinking practically about the logic of this underground world - i.e. fire your imagination and your design of the nitty-gritty by asking yourself how the inhabitants live, work and feed down there in all the darkness. With this city, what I want you to avoid is simply depictions of lots of soft mid-brown rock, tunnels, and torches; it's a city, with all the scale, multitude and complexity it suggests.
I'm including a link to Jack's OGR too - as here I discussed similar expectations and suggested that, by looking at actual real world rock-formations, you could begin to establish a more architectural understanding of 'mud'.
Finally, these images by Piranesi might further inspire you in terms of the combining of underground spaces with ropes/mechanisms:
http://stephenwhoward.files.wordpress.com/2012/10/piranesi1.jpg
http://upload.wikimedia.org/wikipedia/commons/c/cf/Piranesi01.jpg
http://www.surfacetoair.com/blog/wp-content/uploads/2011/06/piranesi.jpg
Also - in this is advice other students have had - when you choose the interior, ensure that it's a space that tells us something about the civilisation; don't choose a corner of someone's house, choose the interior of the mine-cart railway terminus (or whatever) - something speculative/visionary that a concept artist would be tasked with imagining. No small ideas!