In this course, you will take a look at a great approach to creating concept art for entertainment productions and that is combining the power of 3d and 2d to have the best of both worlds and to prepare ourselves for the professional world.
Are you looking for a great approach to designing your concept art for entertainment productions? In this course, Game Environment Concept Art Fundamentals, you will gain an understanding of how to create a fantasy environment concept art using a 3d block-out. First, you will learn the block-out in Zbrush and some essential techniques needed to make it efficient and structured. Next, you will discover how to use the 3d scene as a solid foundation to facilitate the painting phase by compositing render passes. Finally, you will explore how to create an illustrative mood and be flexible in lighting in Photoshop, without having to spend time on constructing drawings since everything is solved in 3d and we are free to choose the most compelling view of our scene. Users of this course should be familiar with Photoshop as we will spend some time inside of Photoshop focusing on creating an illustrative mood. Using this approach we gain a lot of benefits, personally as artists and also for the production we might work in. By the end of this course, you will have a more expansive skill set with using 3d to create complex environment concepts. Required Software: ZBrush 4R9, Photoshop CC 2019
Timo Hilger is a Concept Artist from Germany who has worked on productions like Risen 3 and Elex and also as Art Director in Games and Movies. Aside to being an experienced Artist he is also a passionate educator in universities and giving workshops in the german speaking countries.
Section Introduction Transcripts
Section Introduction Transcripts
Course Overview [Autogenerated] Hi, everyone. My name is Tom MacGregor and welcome to my course game environment. Constant dot fundamentals. I am a concept artist in art director in games and moves from Germany, but also have the luxury of being able to teach and universities and to give workshops where could bring in my experience. And this goes, we're going to take a look at a great approach to creating concept art for entertainment productions, and there is combining the power of three D and 22 after best of both worlds and to prepare ourselves for the professional world some off. The major topics that we will cover include getting started with divers to learn all the fundamentals and techniques we need to get rolling, looking out our designs in an efficient manner, rendering on passes and how we can make our seen the best and last, but not least, painting on top of the render passes and compositing it to make the final counselor by the end of the scores, you know how to begin Indy, but for any design creation you can come up with and also how to use for the ship effectively to build a digital painting will flow around it to have the best experience during the schools. You should be familiar with basic drawing understanding, so you can fully apply what we learn and practice year to your own designs and developed. From there, the software basics are covered so you can follow along pretty easily. I hope you'll join me on this journey to learn how to create atmospheric and convincing outward the game environment concept. Art cause at lower side