给概念艺术家的技术和艺术技巧-余斌-双语
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发布于 2022-8-9 16:41:17

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Introduction
My name is Bruce Yu, I'm a 23-year-old Concept Artist from China, currently working full-time at Sumo Digital.
介绍
我的名字是Bruce Yu,我是一名来自中国的概念艺术家,目前在Sumo Digital全职工作。
I've been studying Concept Art at university since 2020 but it turned out to be not exactly what I wanted. So, I started focusing on weapon design in 2021 and have made huge progress, getting an unexpected amount of likes and follows, which even made me confused. After that, job offers kept coming frequently.
I grew up playing sci-fi FPS games like Halo, Doom, and Fallout and I always have been a huge fan of sci-fi movies, which fuels my passion for weapons and hard-surface design. Creating concepts for games and movies makes me really happy.
自2020年以来,我一直在大学学习概念艺术,但事实证明这并不是我想要的。所以,我从2021年开始专注于武器设计,并取得了巨大的进步,获得了意想不到的喜欢和关注,甚至让我感到困惑。在那之后,工作机会不断频繁地出现。
我从小玩《光环》、《毁灭战士》和《辐射》等科幻FPS游戏长大,我一直是科幻电影的忠实粉丝,这激发了我对武器和硬表面设计的热情。为游戏和电影创建概念让我非常高兴。
I still consider myself a beginner as there’re so many amazing artists who I look up to. The tips I'm going to share here are highly personal, it works well on me but I hope it can help somebody else, too.
我仍然认为自己是一个初学者,因为我崇拜很多了不起的艺术家。我将在这里分享的提示是非常个人化的,它对我很好,但我希望它也能帮助别人。
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Tools
When working in 2D, I prefer a flexible mix of silhouette, line art, and Photobashing, to test random results in a certain direction.
In all 3D-based designs, I use 3DCoat. It has a unique voxel mode that works really fast to cut, hide, unhide, move and adjust objects, so you can rapidly test different solutions, and create amazing results. Its Smart Material also works well even while sculpting.
工具
在 2D 模式下工作时,我更喜欢轮廓、线条艺术和照片闪光的灵活组合,以在某个方向上测试随机结果。
在所有基于3D的设计中,我都使用3DCoat。它具有独特的体素模式,可以非常快速地剪切,隐藏,取消隐藏,移动和调整对象,因此您可以快速测试不同的解决方案,并创建惊人的结果。它的智能材质即使在雕刻时也能很好地工作。
Thanks to the unique voxel mode, it’s also fast in creating characters. I usually combine it with KeyShot and Photoshop to get final results.
By the way, I highly recommend Anton Tenitsky’s 3DCoat tutorials on his YouTube channel.
由于独特的体素模式,它也可以快速创建角色。我通常将其与KeyShot和Photoshop结合使用以获得最终结果。
顺便说一句,我强烈推荐Anton Tenitsky在他的YouTube频道上的3DCoat教程。




Design Tips for Beginners
Visual library. The visual library is the key to creativity. I built my visual library by constantly playing FPS games, and watching movies, but mainly by observing designs in it. Doing research on existing weapons, mechanics, and creatures.
初学者设计技巧
可视化库。 视觉库是创造力的关键。 我通过不断玩FPS游戏和看电影来构建我的视觉库,但主要是通过观察其中的设计。对现有的武器,机制和生物进行研究。
Learning from other artists. It takes time to blend all the information you learn from others together and build something you could use, but it's a great opportunity to learn, as the knowledge you obtain this way cannot be taught in any online class and cannot be skipped.
向其他艺术家学习。 将你从他人那里学到的所有信息混合在一起并构建一些你可以使用的东西需要时间,但这是一个很好的学习机会,因为你以这种方式获得的知识不能在任何在线课程中教授,也不能跳过。
Visual language. Usually, a good design has unified visual language. For instance, it would be weird to see Master Chief wearing a helmet like in Doom. However, different visual languages could be blended together and work well, like a mix of smooth advanced tech and flesh.
视觉语言。 通常,一个好的设计有统一的视觉语言。例如,看到酋长大师戴着像《毁灭战士》那样的头盔会很奇怪。然而,不同的视觉语言可以混合在一起并很好地工作,就像平滑的先进技术和肉体的混合一样。
Flexible workflow. I like to combine silhouette, line art, Photobashing, and paintover when concepting, each one of them has absolute power to push design forward. Also, using 3D can push the design and save time. But before using this stuff, a basic fundamental skill level is needed to be achieved.
灵活的工作流程。 我喜欢在构思时将剪影,线条艺术,照片拍打和绘画结合起来,它们中的每一个都有推动设计前进的绝对力量。此外,使用3D可以推动设计并节省时间。但是在使用这些东西之前,需要达到基本的基本技能水平。
Functions. Functions make a design operational.
功能。 功能使设计可操作。
Simple shapes. Combining highly recognizable shapes (circle, rectangle, hexagon, triangle, etc.) together in the right way can bring an amazing result.
简单的形状。 以正确的方式将高度可识别的形状(圆形,矩形,六边形,三角形等)组合在一起可以带来惊人的结果。
Organizing details. Placing details in the right place means even more than adding new.
组织详细信息。 将细节放在正确的位置甚至比添加新细节更重要。
Connection. Every part in a design should be visually or functionally connected and affect each other.
连接。设计中的每个部分都应该在视觉上或功能上相互连接并相互影响。


Texturing Tips for Beginners
I often get asked how to detail the concept. I worked fully 2D in the Mad Science weapon series, but the way I texture might also work in 3D texturing. It helps a lot to highlight design and showcasing.
为初学者提供纹理 T ips
我经常被问到如何详细描述这个概念。我在《疯狂科学》武器系列中完全完成了2D工作,但我的纹理方式也可能适用于3D纹理。它有助于突出设计和展示。
Finding the Right Reference
The right reference can set the tune of design, existing textures are the best guide and save a lot of time while Photobashing.
寻找合适的参考
正确的参考可以设置设计的曲调,现有的纹理是最好的指导,在Photobashing时节省大量时间。


Using Textures Correctly
In the pictures below, I marked different parts with different colors.
The green part has brighter scratches because it gets more touched. The parts where you hold the weapon look dirtier because it was touched a lot.
正确使用纹理
在下面的图片中,我用不同的颜色标记了不同的部件。
绿色部分有更亮的划痕,因为它被触摸得更多。 你拿着武器的部分看起来更脏,因为它被触摸了很多。
In this piece, blue parts rust more because of material getting cut during usage, making it more vulnerable to corrosion. Also, it highlights structural details by placing the right textures next to them. The red rust also balances the overall color of this weapon, making it look more colorful and attractive.
However, different materials might work differently.
在这件作品中,蓝色部件由于材料在使用过程中被切割而更生锈,使其更容易受到腐蚀。此外,它还通过将正确的纹理放在它们旁边来突出显示结构细节。红色的铁锈也平衡了这种武器的整体颜色,使它看起来更加丰富多彩和吸引人。
但是,不同的材料可能以不同的方式工作。




Using Reference Images and Different Layer Modes in Photoshop
This helps add texture, and then erase unnecessary parts.  
在 Photoshop 中使用参考图像和不同的图层模式
这有助于添加纹理,然后擦除不必要的部分。


Conclusion
I really enjoy the time spent creating concepts. As a Concept Artist, I believe the idea is a number one priority, but figuring out and learning the right techniques can boost our creativity and workflow. I hope you can get inspired.
结论
我真的很喜欢花在创造概念上的时间。作为一名概念艺术家,我相信这个想法是第一要务,但找出并学习正确的技术可以提高我们的创造力和工作流程。我希望你能得到启发。

有时候,坚持了你最不想干的事情之后,会得到你最想要的东西。
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