What you need to do to complete the car self-improvement

Source: Internet
Author: User
Keywords Designers experience sharing self-improvement
Tags based basic create design design principles designers development different

Have you encountered any difficulties in career development? Have you ever faced a bottleneck?

If so, then "how to self-promote" is often a hot topic worth discussing, researching and learning from each other. Let us explore the topic of how to improve ourselves from the angle of fine arts career development.

Before writing this post, read an article, the views and attitudes described in the article, to share with you. Not necessarily the most correct point of view, but can be used as a reference to choose the most suitable for themselves.

There are also many questions that come with the question of how to promote oneself. What are the essential qualities of artistes? How to create works that are meaningful to players and games? How to improve art skills? Many people will tell you "constant hands-on exercises", "continuous practice exercises", "continuous absorption Lessons learned. " While this is basically correct, the answer goes beyond that. After all, you can spend a lot of time on the wrong path to hone - if that's the case, there are many limitations to your improvement.

The process must be depressing. So before I start talking about the road to self-improvement, I want to share with you an African wise motto: "Unfortunately, the best time to plant trees is 20 years ago; luckily, now is the next best time "

Art foundation first

First of all, we are an art designer, and drawing a good picture of the basic skills should be necessary. The only use of tools, the use of design software, is to execute your ideas. Keep an eye on the imagination, speed of execution, and work cooperation, and maintain effective communication with relevant teams. Start with ideas, clear intentions, idealized goals, and a sound approach that runs through design principles, directing all your choices to your goals.

Below we list the most commonly used design principles and elements.

● design principles: unity, conflict, domination, repetition, alternation, balance, harmony, gradual change.

● Design Elements: Line, Value, Color, Hue, Texture, Shape, Outline, Size, Orientation.

Use the above principles and elements, will certainly help you conceive a clear and accurate picture. You can use these tools from the design point of view of the picture when you feel satisfied with the basic shape, the ratio of satisfaction, then proceed from each independent element, to focus on the topic of the screen. If you are not resistant to the basic draft design, then there is no detail about it. You should also see if your understanding of the following three categories is profound enough:

1, shape / contour

We perceive objects through the edges of objects. So for clarity, you should think about the outline first, making sure that the outline can identify the object. In order to increase the taste, the object should be easy to understand, do not cause confusion. While maintaining the art style, you should strive to make the viewer see props and characters by looking at the outline.

Color

Color is a topic worth discussing and its subjectivity is also strong. There is no hard standard, if any, there are exceptions. So just keep in mind a few things: Colors with temperature and mood ranges, based on the intent expressed and expressed, may want to avoid using certain colors (such as large areas of black that can cause spatially airtight images Not beautiful, etc.). You can create symbolic links with colors. This can be subtle, but powerful, such as Pixar's "Flying House" travels well. In that animation, the artist used fuchsia as the symbolic color of Ellie, often seeing fuchsia in the items she wore and used; she left as the pink sunshine disappeared in the glare of the window The color symbol for the audience depicts a poignant picture.

Many books are devoted to color, but an effective way to learn color is to watch a movie, then carefully analyze the use of color and its effect on the expression of the story. We not only pay attention to the harmony of color, but also pay attention to the combination of the plot atmosphere and harmonious color.

3. Construct / guide the vision

In the art concept, the composition is probably the most difficult to understand. If I could formulate it as a simple one, then I would say that composition is the art of visual guidance through pictures. Assuming that there is no bad constitution, only the misused constitution - too tight or too loose. It may not work to put the composition used in one episode into another. The sole purpose of the composition is to allow the player to read and understand the intended space and plot.

The most common approach is to use visual guidance from conflicts and contrasts, shape conflicts, color-based visual conflicts, and direction lines. The human eye usually first notices the highest contrast area within the frame. When you determine the focus, make sure that the other elements do not conflict or interfere with the viewer's attention. The hierarchical structure of all elements should eventually lead to a focus. People tend to misunderstand the composition, simply interpret it as the golden section, in fact, constitute much more than that.

"Look" is the key

Drawing, engraving, modeling and texturing require sharp observation. Become a good art worker, "look" is a major development skills. It has nothing to do with the paper pen, the Maya or the Max you use, and is your own ability to grasp the essence of things with a precise sense of perception.

When 3D modelers get a concept map, he must be sensitive enough to grasp the subtleties of design and character. Converting a hand drawing to a 3D object is often difficult. This is not simply to 2D into 3D, but based on the 2D concept of 3D re-creation. We need to observe the shape and volume of objects, the relationships among the parts, the features and surfaces of the negative and positive spaces. Also observe the characters, their age, dress code, physical strength or weakness, their experiences. We have to pick the only information we need to exaggerate and discard those that are irrelevant. To learn to enlarge the essence of things.

Watching has nothing to do with the ability to draw realistic objects like photos. Artistic creation is not a simple reproduction of life, but from life but above life. Art must be exaggerated in order to make the viewer feel authentic and enjoyable. If you want to draw some dark things, then you have to draw this thing darker than in real life. Exaggerated in two directions: beautiful and more beautiful, ugly and more ugly. In the final analysis is observation. Practicing the ability to observe is to draw, draw anything, draw at any time. You should bring a draft with you. When you have five minutes of free time, take the bus, sit in the bank or sit in for coffee, take out your pens and drafts and draw the things around you. Can be human, it can be material. Your only concern is the nature of things. You want to simplify or exaggerate certain shapes; your personal style is determined by what you draw, not what you remember. If you study human sketches, do not just focus on bones, but also imagine the life of the characters. Speculation, exaggeration, distortion of reality, this is the way to create great works. Do not turn your abilities into a camera; make yourself a real painter.

Most people think so, "My job is 3D, and I do not need to know how to draw." To that, I would say, "This may be the case, but why are you going to improve yourself?" Painting is imagination And the embodiment of observation. Learn to draw feet, shoes and boots from all angles. Do not shy away from your weaknesses, but face difficulties.

If possible, do not be afraid to use reference material. As long as you are not purely plagiarism, reference is a sensible way of working. Resources can tell you the basic information about an item, an environment, emotion, or character. You must translate this information into your imagination using your basic art skills. You have to use the reference as a model to draw your own style. Do not think that references come from your mind. You have to have a folder to save reference material, do not think that outstanding artists are painting with memory. Many of them use references. Usually good at collecting, but also a good quality.

Beyond style and type

Explore a variety of artistic styles from different cultures. Master the older generation and the new painter. Do not let yourself be stuck in a particular style, which limits your scope and potential of your experiment. If you do not have the flexibility to switch between styles, then your ability is not enough. The game industry is still in its infancy, many of which are "realistic". With the rise of casual games and the increase of platforms, in order to make their own games stand out from the crowd, developers must diversify the game style and strive for more originality.

In "The Art Spirit," Robert Henri said, "As long as a person has the spirit of art, no matter what his job, he will be a good at creating, researching, daring to self-expression .He anxiety, anxiety, epiphany, to find more A good way to understand Art Spirit is a book that non - artists close the book while he opens and finds that there are still many pages to read.

If you work according to the market research needs of the public, then your book is closed. Market research can not tell you what the market wants and we have to find a new path. This is one of the challenges. Stylized has a big advantage. The more inclined you are to a particular style / abstraction, the more difficult the art challenge will be, but the stronger the storyline, the better the game experience. There is often a separation between gameplay and art. Plot is always being crowded, ignored, become excuse sequence of play. You may listen to others that you can use any art style of play. This is an incredible loss; games are not just games, but games as well.

Art, drama and game design should be combined to complement each other and convey a unified message. The depth of the game experience depends on this combination. Can you imagine the artistic style of "Wanda and Colossus" is different? Certainly possible, but these three parts (art, drama and design) so perfect combination, it is difficult to divide.

Another reason to learn a variety of styles is to take the essence of their own use. There are countless ways to shape or sketch, you can be affected by a variety of resources; mixing can produce some original effects. Art has a long and rich history, and ignoring the solutions found by older generations is wrong. If the predecessors have already opened a good way, why should you re-provision of a road?

When you develop beauty - When looking for beauty, the United States will be reflected in your life through other channels and media. Many famous painters not only study painting, they also have sculptures, play music, cook, write poetry or become bohemian travelers. They are curious, exploring and experimenting. Inspiration everywhere, in different forms. All your experience enriches your horizons and expressions of life, the world, and the universe as a whole.

Do not let self expectations kill the spirit of art

Everyone is often dissatisfied with his work, because they did not draw the effect you want. This is very normal. Use this disappointment as a motivation for personal growth. As technology improves, you will become increasingly critical. There is always a gap between your current work and your imagined appearance. So many people gave up painting and told myself not this piece of material.

Art works are not perfect; you will always find there is something missing or you need to "dress up". In this regard, teamwork can play a very big role in promoting. To trust colleagues, they can help you see clearly what you are trying to achieve. You can choose to secretly create, never show your work, or you can show the work to the group to see their evaluation of your work.

never give up

I firmly believe that the artist is acquired, not born. I do not quite trust the innate artistic endowment. Many artists will tell you that it is an insult to call a hard-nosed talent "talent." What we call "genius" is the inevitable result of passion and hard work. Ultimately, what works for a long time is your own longing for growth and progress. Do not be content with what you think is the limit. Many people disagree with me at this point because of the different experiences of painting. They may have failed several times, so now they are convinced they are not writing material. Because they believe they did not get the painting skills of God's gift, they no longer work hard on it. Enthusiasm and hard work will bring you what you want - of course, this is not a natural magic painting. Secular success does not necessarily depend on professional ability-in many cases, it is not. Even without thousands of thousands, there are hundreds of factors that can affect your career, and perhaps the most important of these are the social context in which you live and the message your work presents. So you can not become a Leonardo da Vinci, but you are you, and you have the absolute freedom to ascend. Your way to ascension is to get your co-workers, clients and superiors seeing your work and its worth.

It is never too late to do what you say in Africa, long term benefits. All the failed artists have one thing in common: they're all too early to give up. Therefore, we need to insist, never give up, keep learning, progress and growth.

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