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Messages - Locrian
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11
General Discussion / Re: Portfolio Review Questions
« on: April 05, 2008, 08:55:51 am »
Piece of paper doesn't mean shit.  No art job will turn you down just because you didn't go to school, if you've got awesome work.  If you have a piece of paper and a portfolio thats just "ok", things are iffy and that paper really isn't helping you any.  Art jobs care more about your art.  An art degree probably WOULD help you get a government art job though.  They care for some reason.  (This is for the U.S.A)

As for portfolios, I've been told put your best works first and last, but don't have any work that isn't awesome.  heh.  I think you could go as low as 10 pieces if they're all good.  Better to have 10 good ones than to throw in 2 crappy pieces to meet the commonly stated 12 - 16 requirement.  I wouldn't do much talking if any.  Let them do the talking.

I didn't feel that I had enough good stuff for my portfolio when I was applying to college.  So I did the other option they gave, to do 6 or so assignments they listed.  Did them in a week, turned in portfolio, and got in.  You have to be really shitty to fail an incoming freshman review I think.  I had no clue about the world of illustration or painting or anything.  I hadn't seen all the awesome stuff I've seen now online.  I was blind.  But I loved to draw since as long as I can remember and had some chops.  And honestly, so many people go into art school that probably hardly ever drew, and never seemed to work on anything while they were in art school. 

Some of those people didn't pass the freshman to sophomore portfolio review, but still many did pass that had lousy work, even all the way through graduation.  I can't fathom how people could fail the first year though.  I had to put my incoming sophomore portfolio together in 3 months instead of 6 or 7 or whatever everyone else had, since I started school late, and I got into the department I wanted (illustration) anyway, no problem.  They let me in and let me make up the classes I missed over the summer.  Schools are businesses, they aren't going to judge very harshly.  If they did they wouldn't make as much money.

But don't relax because of that.  The work place WILL judge harshly.  Myself as well as most of my fellow ex-classmates can't get art jobs.  yay.  Some of us do a little freelance but nothing thats paying the bills.  A lot are working retail and shit.  $8 an hour to put up with the stupidest people on earth.  I could have worked harder.  I should have.  And I was by no means one of the super slackers.  I don't think I ever missed an assignment.  Hardly missed any days of classes.  But just meeting the requirements of school won't get you very far.  I see that now.  You gotta keep busy with personal work.  And do more than one finished piece for assignments if you can.  School didn't tell me what to do, how to get better.  They just dished out assignments.  Which actually tends to make you fall back on what you already know (which is probably WRONG cause you're young).  Ugh.

As for the "is school worth it?" discussion.... I'm a bit bitter about my education.  I don't feel I learned much.  I feel I have learned more from books, forums, and exploration.  And just plain old learning to see better.  Analyzing.  But I think I may not give school enough credit.  I was exposed to things I probably would otherwise have not been.   I remember in the beginning teachers constantly telling us to loosen up.  I draw very differently now than when I first entered school.  (though I still think I'm too tight and too much of a pussy).  And though I feel that school was overall just an endless parade of mindless assignments with very little in the way of goals and teaching and useful critique, there were a couple great teachers that have certainly sculpted me.  There are also a couple of great students that have provided some friendly competition.

12
General Discussion / Re: Any tips for human anatomy?
« on: March 22, 2008, 10:14:03 am »
my favorite:
http://www.amazon.com/Bridgmans-Complete-Guide-Drawing-Life/dp/0806930152/ref=pd_bbs_1?ie=UTF8&s=books&qid=1206180248&sr=8-1

Bridgeman shows you how to feel the forms of the body and see like a sculptor.  He refers to muscles and bone parts by name however and sometimes I have to read a paragraph several times to figure out what he is saying.  I refer to labeled anatomical charts when reading the book.

13
2D & 3D / Re: Official OT-Creativity Thread 2
« on: March 21, 2008, 09:32:53 pm »
oh crap.  Thanks for pointing that out Adar..ndchristie.  I should have done more research.  I thought you swung in over head, and swung it around multiple times instead of just one circle, and thought there was one string not two separate strings...  heh.  Good thing I didn't try slinging, I would have ended up with a rock embedded in my face. 

Faktablad, at 1:30, those high pitches, is that what harmonics on bass sound like?  Or are you just plucking the string above the neck?  Didn't know bass could do harmonics, would have expected them to be muddy and dull.  Also where did you get those crashes?  I wanna start recording music again.  But I hate fiddling with stuff to get a good sound.  Whenever I record it sounds like balls.

heres some sketches to keep this post from being artless.  For a bid at a small freelance job doing logo/mascot.  Dunno if I got it yet.
They wanted a yeti with a crocodile head and tail.

14
2D & 3D / Re: Official OT-Creativity Thread 2
« on: March 17, 2008, 10:26:18 pm »
Doppleganger your squirrels were cute. 

Nice non-bladerunner inspired sketches Junkboy.

having trouble making believable whoosh circle for his sling in attack frame.


15
Pixel Art / Re: [WIP] RPG Girl
« on: March 05, 2008, 01:08:16 am »
sorry if my frankness and sense of humor upset you Terley.  I don't disagree with color optimization, so you didn't do all bad.   :y: :P

16
Pixel Art / Re: [WIP] RPG Girl
« on: March 04, 2008, 08:39:59 pm »


this version is superior.  Its cleaner and sexier.  Terley's edit and the Terley inspired edit make her look like she was deformed at birth and has a half based-in face with a giant welt where her other eye should be.  Shes become even more top-heavy with strange muscleman/ape boobs.  If the folds in the skirt were done in a more realistic manner it might be ok but I'm tempted to think that even there the original was better as there is no need for detail in the skirt it just distracts from the focus - her face (and tits). 

17
2D & 3D / Re: Official OT-Creativity Thread 2
« on: March 03, 2008, 03:22:32 am »

18
2D & 3D / Re: Official OT-Creativity Thread 2
« on: March 01, 2008, 04:34:48 pm »
- Bridgeman.  Amazon carries all his stuff.

- Andrew Loomis.  Out of print but PDFs are online everywhere of his books.  Supposedly his books are finally going to be reprint soonish.

- Gottfried Bammes.  In German but pictures can be useful.  PDFs floating around the net.

and this thread: http://conceptart.org/forums/showthread.php?t=1432

First practice basic forms, weighting, posing.  Then learn all the nitty gritty to make your poses more realistic.  You can have all the anatomical knowledge in the world but if you don't have a good feel for the forms and weight of the body it will still look like crap.  IMHO.

19
2D & 3D / Re: Official OT-Creativity Thread 2
« on: February 26, 2008, 12:48:21 am »
I liked your character with the helmet Adarias.  Nice pose and colors.

Sling dude


I need to get back to practicing people and costuming.  Been drawing too many monsters and spaceships.

20
2D & 3D / Re: Official OT-Creativity Thread 2
« on: February 08, 2008, 03:40:34 pm »
dude has my nose.  Jaw is too small.  You need to study ear and eye more.  Mouth isn't conforming to planes of face enough, right side is moving off of face into the air.  The uhhh, dimple thingy between lips and nose isn't on the center line.  Could maybe work in a bit of the neck-to-jaw connection, even at that angle, with tones. 

Thats all I notice now.  All that said its a good attempt at no ref head.

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