I love both ideas! I enjoy watching the visual breakdowns on how the image is set up with the lighting and composition. I also enjoying listening to what you would personally do and how you might change different aspects of the scene. I could watch these kind of videos all day long!
🖊 It would be rather helpful to see how you pick apart the compositional elements of the references. I'm getting a better grasp on lighting, but it would likewise be a boon to see how you break it down. I do like the analytical breakdowns of images and scenes, especially with gaining an understanding on how you separate aspects into grouped projects. Organization of workload has always been my weakness, unfortunately.
🖋🐧 Again, this really highlights what a fantastic job the art direction is in this game. When you mentioned about the composition of the shot and how it applies to storytelling, I was thinking how in terms of screenspace, that was simply how you positioned yourself to take that picture, so the game design team couldn't use The Rule of Thirds in that situation, so it really emphasises how they use lighting and detail levels to draw attention. It also shows how you naturally settled on a composition that you felt was aesthetically correct in the moment, and by analysing that you can determine what composition is naturally appealing to the eye. A lot of art school theory and technique tends to overshadow the natural creation process, resulting in very similar looking images. It's a bit like music theory which can go back and pick apart a piece of music that has resonated with so many people. Especially in the case of classic pop songs, these modes and techniques were quite often not considered, or even known by the artists, but rather they explain why that moment of inspiration was so effective. These days it's become reversed and they try to engineer the response in order to create the "inspiration" which is then by definition not an inspiration. David Gilmore didn't consider the tonal properties of the opening notes to "Shine On You Crazy Diamond", they just happened while he was noodling about on the guitar, and Roger Waters said, "Do that again!" and a powerful piece of art was created.
it would be awesome if we the viewers could send you art and then you give feedback on what works and what doesn't, and how to learn from it and apply that learning to future artworks.
I have a discord server where we have a channel for submissions when I put requests out. The link for that server can be found on this page: curtisholt.online/links
I love both ideas! I enjoy watching the visual breakdowns on how the image is set up with the lighting and composition. I also enjoying listening to what you would personally do and how you might change different aspects of the scene. I could watch these kind of videos all day long!
Thank you Wendy, it's always a joy to hear from you 😊
🖋 good points and looking at reference is always worth it🖋
I'm very interested in your breakdown - layout, design, lighting, texturing - The whole visual story telling thing... attention to detail.🖊✏
🖊 It would be rather helpful to see how you pick apart the compositional elements of the references. I'm getting a better grasp on lighting, but it would likewise be a boon to see how you break it down. I do like the analytical breakdowns of images and scenes, especially with gaining an understanding on how you separate aspects into grouped projects. Organization of workload has always been my weakness, unfortunately.
🖋🐧 Again, this really highlights what a fantastic job the art direction is in this game. When you mentioned about the composition of the shot and how it applies to storytelling, I was thinking how in terms of screenspace, that was simply how you positioned yourself to take that picture, so the game design team couldn't use The Rule of Thirds in that situation, so it really emphasises how they use lighting and detail levels to draw attention. It also shows how you naturally settled on a composition that you felt was aesthetically correct in the moment, and by analysing that you can determine what composition is naturally appealing to the eye. A lot of art school theory and technique tends to overshadow the natural creation process, resulting in very similar looking images. It's a bit like music theory which can go back and pick apart a piece of music that has resonated with so many people. Especially in the case of classic pop songs, these modes and techniques were quite often not considered, or even known by the artists, but rather they explain why that moment of inspiration was so effective. These days it's become reversed and they try to engineer the response in order to create the "inspiration" which is then by definition not an inspiration. David Gilmore didn't consider the tonal properties of the opening notes to "Shine On You Crazy Diamond", they just happened while he was noodling about on the guitar, and Roger Waters said, "Do that again!" and a powerful piece of art was created.
🖊 The three keys to realistic 3d art: reference, reference, and reference!
Always appreciate your thoughts on a topic! 👏👏👏✏
Thanks Kevin!
it would be awesome if we the viewers could send you art and then you give feedback on what works and what doesn't, and how to learn from it and apply that learning to future artworks.
Sure, we can do that some time :)
@CurtisHolt epic, do you have like a business email or something we could send art too?
I have a discord server where we have a channel for submissions when I put requests out. The link for that server can be found on this page:
curtisholt.online/links
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