“A to G of Digital Concept Art” by Moon Arun

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A. IDEA:
An idea could be anything from this world or beyond; it could be real or unreal. It could be a figment of your imagination. Or the exact crown on the statue of liberty. But it needs to be built upon. Similarities studied, flaws discarded. The science behind the spark needs to be pondered upon. An idea may come to you in your dreams. To see how the idea plays out, you need to execute accordingly.

B. RESEARCH:
Search and find out the realm of possibility. The existence of your idea and its validity. Research enables you to look at your idea logically. It shows you if your imagination has merit and if the magic is indeed bona fide.

C. REFERENCES:
Filter your idea through references. Ideate to make it stronger. Clear out your doubts, work out the plausibility. Infuse your idea with a visual language. Test it against the existing worlds. Maximize your idea with a plurality of inputs.

D. ROUGH SKETCHES:
Your first sketch is not your final sketch. There are many views to an idea, many perspectives, many shades, and many interpretations. Work with different styles and compositions. There will be many versions of your idea. Choose the one that holds true to your rhythm. Choose the one that resonates.

E. CHOOSE AND START DETAILING (GREYSCALE/COLOUR/LIGHTING):
Choose the best doodle. Work with proper fundamentals in composition, anatomy, rule of thirds and perspective. After defining the outlines or contour lines start with blocking. A greyscale shows you the overall picture. It enables you to realize how your idea will eventually pan out. Colour helps you set the mood and the age of the scene. It helps showcase the time and the era and the setting. Lighting sets the frame. It builds the environment. It helps you highlight elements and it gives the special touch to your idea. A scifi sketch and a historical sketch can be altered just by the use of lighting.

F. DON’T BE AFRAID TO START A NEW SKETCH:
Art is a perfection of your expression. Until you are able to depict your idea in its most intimate and extravagant details, don’t accept. Don’t get too possessive of your arcs and shades. Don’t compromise on your idea. Remember you are refining your own self with every new sketch. Reboot and restart.

G. CREATE SOMETHING IMPORTANT:
The age of mediocrity ended with the age of nobility. As a creator you are endowed with the ability to achieve greatness. Don’t become a Disney stooge. Look into the horizon to step outside the narrow boxes. Don’t trace heroes, create universes. Create something important. Create something that will fight the passing of time and leave a mark for eternity.

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Concept Art: Showreel

We often talk about suspension of disbelief as a medium to understand the nuances of a fictional world. An alien universe, a foreign land, a zone distant from our ‘standard’ way of understanding.

Is science fiction possible because we believe in a logical progression of things yet keep alive our disbelief? Is it our disbelief that colours our sense of wonder?

What do you think?

Character Design for CHAOS

EXPERIMENTS.
 
Character design for Project Lores at Curio City.
 
Province: CHAOS
Character: Alex
 
The Brief: Combine the elements of steampunk and traits of the protagonist of “A Clockwork Orange”. Create a child of distopia, a subject of CHAOS.
STEAMPUNKChaos

TRAPPIST-1e

The discovery of seven Earth-sized planets around a star called TRAPPIST-1 nearly 40 light-years away has expanded the final frontiers.

This illustration is our artistic depiction of planet E of the TRAPPIST-1 system.

We are currently working on a new scifi series about the discovery. Stay tuned.

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The Gallery of VictorSpill (vii)

Name: Riyo Saberforth
Registration Number: 24KM1184
Vehicle:
CleanSlate82
Area: Periphery 21

Affiliation: HOUSE OF WOODS

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Series: The Gallery of VictorSpill

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The Gallery of VictorSpill (v)

Name: Marcus Hollow
Registration Number: 44RT2520
Vehicle:
Littlewing83
Area: Periphery 14

Affiliation: HOUSE OF BARTHE

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Series: The Gallery of VictorSpill

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