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Sometimes, especially when there are no specific design specs to follow, it's fun to just "design as you go" and find those happy accidents (as Bob Ross used to say).
Rough comps are a great way for you to get out of your own way and let the design come to life on its own.
TGIF! Here are some early rough concepts for Valerian. Director Luc Besson wanted space station Alpha to feel non-linear, where there is no up or down and gravity is in every direction. Fun project to part of.
One of the skills jr designers need to have is the ability to adopt established design languages. Not every project will be in "your style." These are demos done by our assistant instructor, Dominic Chan, using Fallout as the style guide, and my sketches as guide for the farms.
Old school flashback. This was during my switch from traditional media to full digital. Guild Wars was the first project I tried to do it 100% (using Painter 4).
The flying tree ship, Yggdrasill, from the Hyperion books by Dan Simmons <- Give it a read, one of the best sci-fi books of our times.
Check out these cool concept designs by our current term 3 students. They had to choose a book and design costumes, environments and vehicles. To see more, please follow the link: https://t.co/3V1Xx8fwcu
#7 - Re-Do your older work
This is a great way to see how far you've come. Helps to build confidence and allows you to apply new learned techniques. Try to dig up something from when you first started and re-draw or re-paint it. (4/10)
Found a few more class notes. The first one explains the importance of working in black and white, which makes it easier to learn lighting and value. The last two are examples of taking the same scene and re-lighting it to match different moods. Fun exercise, give it a try!
Class demos from 8-9 years ago. Brings back warm fuzzy memories.
Some keyframe demos, based off of Tom Clancy's book, Command Authority. Scene descriptions are written below each image.