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game dev here.

I need to learn how to draw game assets like this. Please give me resources. w/ic/i didn't help. FYI I'm starting off at 0.
>>
>>7436286
Just hire someone to do it. Not trying to shoo you away or anything, but it will take you years of practice to get there from zero.

But if you absolutely must, go take an art class, or find an artist you like and pay them to mentor you. If you're not totally committed to the bit, self-learning is not going much of anywhere.
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>>7436298
Truth be told, I'm not trying to become an expert. I'm a programmer with an interest of understanding the basics of game development.

I have most of them down. Visual Arts? I got nothing.
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>>7436286
Check out the stickies in the OP of /beg/
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>>7436303
Your programer? Why dont you just resort to aislop? thats what your kind do anyway
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>>7436303
The thing is, to get to even what you might consider basic competency at drawing takes quite a bit of time and effort, especially from 0. Drawing skills are very interconnected, and very unintuitive. You really do have to do the whole kit and caboodle to get anywhere with it.

But if you want a push toward some free tutorials, watch some of Proko's videos. If nothing else it'll give you a vocabulary to find stuff you're more suited to even if you don't like it.
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>>7436286
There's a ton of games that use AI these days because programmers don't want to pay artists anyway.
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>>7436286
As a gamedev myself
What game are you making that requires this kind of art?
A dating sim or something? If so - you can just buy art packs for this sort of stuff
If not and it's just some character pic for conversations in game- just draw your own, genuinely even if it's bad it will stand out way harder - just make sure your art is consistent - I.e. same lines, similar colour pallets etc
Unique art far our weighs good art in indie dev in my opinion
>>
I'm also an aspiring game dev though I'm more interested in concept art. I'm not new to drawing but I'm new to digital art, any tips?
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>>7436286
>>7436470
Why do you think I'll help and compromise my livelihood?
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>>7436286
>Please give me resources. w/ic/i didn't help. FYI I'm starting off at 0.
If you're at 0 after going through courses and books mentioned in sticky, you're genuinely retarded and there's no hope for you.
Go hire someone.
>>
>>7436470
Learn realism.

Probably obvious, but concept art is most useful when it closely resembles the final product. Most 3D assets are realistic, or at least use a PBR rendering pipeline, you need to know how to mimic that look in your concepts for them to be worth much more than napkin scribbles. Poorly rendered concepts means a lot of wasted time iterating at the 3D stage.
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>>7436286
Most successful game devs learn how to draw before they learn how to code, anon. Grear art can carry a game, good coding not so much.
Maybe if you put off developing your game thing for a bit and start studying the artstyles you're most interested in instead, you just might be able to reach a passable enough level in like, a year.
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>>7436286
Your question is far too specific. It would take multiple years and thousands of hours to get to that level.
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>>7436286
You haven't thought this through very well, have you? Hire someone, or AI slop it. To learn to draw this will take you literal years.
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>>7436286
>game dev here.
No, you aren't.
Post your game. If it's any good, I'll tell you a detailed roadmap and answer your questions.
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>>7436497
how to reveal that youre soulless and have no taste in games 101
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>>7436319
>>7436515
kill yourself. seriously
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>>7436497
Imo:
1. Music
2. Art
3. Gameplay
This has been proven time and time again.
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>>7436570
>kill yourself. seriously
Why should they? They're right.

He makes a thread being a beggar, wants shit just thrown at him, says he's starting from nothing.
Why don't /you/ throw your work at him and help him out.
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>>7436286
This is gonna end up as an AIfagging thread aint it?
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>>7436592
they're not right and you're a worthless egotistical bunghole too
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>>7436286
>>7436303
Solo GameDev here and my advice is to prioritize certain skills over others, in my case I prioritize character design and music but that's because I'm developing something a bit similar to Undertale.
Use and abuse the 80/20 rule.
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>>7436286
>>7436286
If you wanted to learn, you gotta learn patience and discipline first
I'm already at my 3rd year and I'm still not good enough. I expect to reach the level I want at my fifth year

If you don't have the time for that, I suggest that you just hire an artist
Or do pixel art. You should be able to learn that in 1 year
>>
how do I start the gamedev stuff? if I want to start small and just do a 3d walking simulator
whats their version of loomis and box grinding?
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>>7436617
>they're not right and you're a worthless egotistical bunghole too
Well, give OP your work for free.
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>>7436286
i tried game dev myself and had to stop for other reasons but knowing to draw beforehand was useful. i didn't have to learn to code because there is a ton of tutorials on youtube that i followed and the game did exactly what i wanted but i dont think the opposite is actually true, learning art for the level you asking would be at least 2 years at least and we talking that your skill learning abilities are above average.
but don't lose hope, if you are going for a serious game it would take you years to finish it, so you can work with placeholders until you reach the art level you want. my personal guide would be
>fun with the pencil
>drawing the head and hands
>figure drawing for all its worth
>creative illustration (all by loomis)
if you really learn and get capable of aplying the concepts of these 4 books i assure you you will reach advance art level
>practice at least 2 hours a day
there is no way you dont have 2 hours every day, cut the gaming with the friends, sleep one hour less, don't care just focus 2 hours of your day on this
>complement your studies with youtube videos
youtube videos are good for learning certain aspects but they are very limited content, they may seen like a good alternative to books but thats a lie, you are watching compress knowledge of the books, sometimes is good sometimes is bad but nothing beats the original source and most of them started with loomis
I won't say i did this, since i learn enough to be able to draw fat furries i stopped with loomis but now i'm retired from both art and game dev.
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>>7436567
>le soulless meme
Alright, enlighten me with your masterfully coded games that look like shit, then.
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>>7436677
>for other reasons
what reasons?
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>>7436286
Like literally Zero??
During work breaks gather pictures of your Top 3 favorite artist works. Limit it to 10 pictures each artist. Like download the artworks you really want to emulate. You should have 30 image files in some folder before you start.
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>>7436687
money, i can't tank sitting on a chair writing code and drawing for too long. i used to believe crowfunding was a stupid concept until i realized you need a way to sustain game dev.
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>>7436677
Thank you for this post
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>>7436677
I have a question should I buy a cheap screen display tablet and do the work from the Loomis books?
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>>7437147
honestly, i understand that screenless tablets are a bit confusing, if you have the money for it, xp-pen screen tablets are a good investment. i would go for 15.6 inches to secure a reliable tablet and dont regret buying it because the size really matters.
>>
>>7436298
Not OP:
>Just hire someone to do it.
I started my art journey half a year ago, because it was impossible to hire an artist for game art. Artists were unreliable, delivered work much worse than their personal pieces, had no time /"slots" open or were incredibly expensive, several times my own rate. I thought I'd rather draw than code and here I am. Not regretting anything.
I hate artists. I bet they were the same ones who complain in every thread about their financial situation.

Curiously the worse artists were also the more delusional. For a great render I'd pay the 250 bucks, but not for the deviantart turd that I was able to reproduce after 2 months of grind.
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>>7436578
3 being the most points?
Aye.
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>>7436682
NTA, but my favorite games would all give you eye cancer.
Let's start with Dwarf Fortress.
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>>7436303
You can make a list like that for everything that makes up visual arts. You'll never be an artist. Focus on the skills you have and just commission/generate the art.
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>>7438452
You could try not being a dogshit judge of character. If you hired a bad artist it's your own fault you got suckered into it.
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>>7438602
>a
if that was it, it wouldn't be an issue.
I think it's inherent to artists, unless one pays the big bucks to contract a studio. But that is of course outside of my budget.



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