#conceptarts
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snippit-crickit · 10 hours ago
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my fav bit from my animation class project,,,,,,,,, here are some concepts for it as well!
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as a side note happy birthday to me im 22 now and cant do the 9+10 joke anymore
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gbisaw · 3 months ago
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Manon - Street Fighter 6
Red Carpet
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vcreatures · 3 months ago
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PRINTS AVAILABLE
if you’ve been following me long enough you know I love a mimic. From my false faced mermaids that I’ve been painting for years to butterfly dragons, I’m a big fan of illusion in the bestiary world.
I bring you the Ginkgo Draco, another member of the Botanical Drakes. 
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harriorrihar · 6 months ago
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#scavengersreign is a rare bird, a shooting star. I was lucky enough to see it inside, work on it. Now it's re-released, let's keep this anomaly shining.
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jettpack · 1 month ago
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A collection of visdev work I did for Across the Spiderverse.
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svndvn · 6 months ago
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Another water/sea themed painting !
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bpnguyenart · 1 year ago
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Timeskipped Sidon, the hydro himbo 🌊
I did some research for Timeskip 2 as I was unsure if he'd be gigantic like King Dorephan (kind of like how some animals get huge when they become alpha/queen). In the end, there's no definite answer so my interpretation is that Sidon gets larger as a shark, but not exponentially so as a whale like Dorephan. If I'm wrong, oh well I tried. 😅
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pedrogferreira · 10 months ago
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lonely knight
Follow me on Instagram and X
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vivaxor · 2 years ago
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Aurinia the Goddess of Sky
"Aurinia the Goddess of Sky" is one of the 13 Gods featured in the book "Sendrock King of the Gods" written and illustrated by vivaxor. The sky goddess with her mighty wings is the fastest one among other gods and creatures. She is the guardian of the sky and is one of the closest protector gods of Sendrock, the king of the gods. she owns one of the five spears. What makes her special is that her mighty wings assist her in flying fast around. She loves "Sandruk the king", but never exposed her feelings towards him and has always kept this a secret to herself.
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simonleclerc · 4 months ago
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instagram.com/bonjoursimonleclerc
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rhubarbes · 7 months ago
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Rhubarbes lab 
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snippit-crickit · 1 year ago
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Concept sketches of a girl's werewolf night where every 30days they go out and rave to she wolf or some folk songs and eat chickens and talk werewolf stuff
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gbisaw · 3 months ago
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Manon - Street Fighter 6
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vcreatures · 3 months ago
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PRINTS AVAILABLE
Another Botanical Drake added to the compendium. Today is the tropical Draco Monstera
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harriorrihar · 9 months ago
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JON JUAREZ SHOP → paa.ge/harriorrihar
SOCIAL NETWORK → mas.to/@harriorrihar
DEMON SOCIAL NETWORK → instagram.com/harriorrihar/
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badgertracksart · 1 year ago
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Portfolio advice, from a lead who hires Concept Artists
(This was originally a twitter thread I wrote before the site self imolated, hense it's strange structure.) I wrote this after a weekend of portfolio reviews - 1. Like a maths exam, please please show your working. I want to see thumbs options, mid options and of course a final design.
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2. Arrange your portfolio, I don't want to bounce about between subject matter and pipeline. Your portfolio's narrative should be as strong as your work... 3. Please make worlds that excite the viewer, make them want to go in and explore them, explain to them the interesting parts of the town, or the way the character's hat unfolds. How will this draw the viewer in? 4. As I've said before the majority of your project work is explanatory not mood, make sure your portfolio contains explanatory work. Explained here -
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5. A lot of beautiful post apocolyptic paintings, , but 80% of realistic games and film, we just give the environment artists photo ref, they are capable artists in their own right. Different work in stylised where you do need to create rules for how things can be translated. 6. Production art contains call out sheets, material references and flat graphics. This doesn't have to be your final image, but it should support it.
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7. Design characters on a swatch(es) of the environment they will be viewed in. Not on white. I make swatch backgrounds from screenshots, it avoids assumptions that damage readability. 8. Reverse of this, put people in your environments, show me the scale.
9. It's not a deal breaker for a review, but if you intend to get a job, please show me your work on a screen larger than a smartphone (print outs probably the cheapest option with the best battery life). 10. Please have your contact details clearly visible, and by that I mean email address, I will not pass your social media contact on, I cannot input your form into my tracking system. EMAIL ADDRESS emblazoned and bake it in, sometimes recruiters do funky stuff to pdfs
11. Your portfolio will never feel done, not to you anyway. You will have learnt from your latest pieces and want to apply it to older work. But we know art is a journey. Send your portfolio anyway. I've been in the industry 10+ years and my portfolio is still not 'finished'. 12. If you are applying to an environment centric Concept Art position then please vary your times of day! Golden hour is cool but show me some happy sunny days, looming overcast days, what about at night? Vary your weather too! Sunny snowy day? Rainy Spring day? Stormy night?
13. If you are applying for a character centric Concept Art role then please ensure your portfolio shows a variety of body types and ethnicities. 14. Designing characters for games? Please show back views and feet (!) Many potfolios contain only front views. This is a problem because:
You haven't shown you are considering the design from all angles.
In many games rear view is the main view.
Stop cropping feet.
15. If you are entry / graduating and looking at Portfolios to compare content and standard of yr own work too, look at hired grad/junior artists as opposed to seniors Seniors and leads often have old or personal work in their portfolio which isnt representative of the day job. 16a. Show clearly the intended use case for your Concept Art. Mention the game type in the description. Are these player character designs for a 3rd person adventure game? Then more back views please. Bonus points for diagetic ways of showing health / equipment / role etc.
16b. Are these designs for an FPS? Then really the player view of the gun needs to sell the player style/ choices, in an FPS your weapons are almost your character. Are these world designs? What's the view distance? For an RTS your shapes need to read from above & a distance. 16c. The lack of clarification means I am judging the design in isolation, which both harms the design (you might be considering the backview of a char as the main adventure character.) Or an NPC, their waist up expressions may be important for conveying exposition and mechanics.
16d. Concept art is not separate from gameplay, great concept art serves the game team before it is a good illustration.
17. Play games. A variety of games. Think about them. IMO to be a good concept artist you need to understand the common language & references used by your peers. Also understand the principles and common language your audience are used to. FPS design rules are v.diff from RTS.
18. There are many skills that are needed in concept art, please show them. For example: Graphic design - logos, liveries, typographic use etc. VFX concepts - Abilities, Ambience, motion concepts. Architectural knowledge - How buildings are built! & more but I'm out of space :O
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