- published: 09 Dec 2008
- views: 16816
- author: Joan4567
90:03
[ARTS 315] Conceptual Art: New Strategies for Meaning - Jon Anderson
Contemporary Art Trends [ARTS 315], Jon Anderson Conceptual Art: New Strategies for Meanin...
published: 05 Apr 2012
author: BiolaUniversity
[ARTS 315] Conceptual Art: New Strategies for Meaning - Jon Anderson
Contemporary Art Trends [ARTS 315], Jon Anderson Conceptual Art: New Strategies for Meaning September 30, 2011
- published: 05 Apr 2012
- views: 581
- author: BiolaUniversity
8:01
Interview with conceptual artist Luis Camnitzer
www.vernissage.tv | Conceptual artist Luis Camnitzer in conversation with Sabine Trieloff ...
published: 18 Jul 2010
author: henrichy0205yt
Interview with conceptual artist Luis Camnitzer
www.vernissage.tv | Conceptual artist Luis Camnitzer in conversation with Sabine Trieloff at Daros Exhibitions in Zürich, Switzerland. Camnitzer talks about the value of artworks, his way to stay independent, and his current exhibition at Daros Exhibitions. More info vernissage.tv
- published: 18 Jul 2010
- views: 4141
- author: henrichy0205yt
5:11
Mass Effect 2: Part 1 of 5: Concept Artist
Mass Effect 2: Part 1 of 5 with rest of episodes exclusively on Xbox Live and on Zune at s...
published: 18 Jan 2010
author: machinima
Mass Effect 2: Part 1 of 5: Concept Artist
Mass Effect 2: Part 1 of 5 with rest of episodes exclusively on Xbox Live and on Zune at social.zune.net Search for Art of The Game in the Gamer TV section on Xbox Live to download the full series! In this first episode of the five-part Art of the Game series about the making of Mass Effect 2, BioWare lead concept artist Matt Rhodes unveils never-before-seen art and sketches created during the development of the game. See how the Geth have evolved from the original Mass Effect and how a visual idea on paper is translated into a living 3D universe. From aliens to equipment, the inner workings of the creative processa for the sci-fi masterpiece that is Mass Effect 2 are laid bare while simultaneously examining the role of concept art in video game development. ------------------------------------------ Follow Machinima on Twitter! Machinima twitter.com Inside Gaming twitter.com Machinima Respawn twitter.com Machinima Entertainment, Technology, Culture twitter.com FOR MORE MACHINIMA, GO TO: www.youtube.com FOR MORE GAMEPLAY, GO TO: www.youtube.com TAGS: yt:quality=high Mass Effect UPC 882224355254 BioWare Corp Electronic Arts EA MPN M59-00033 Mass "Effect 2" UPC 014633159820 MPN 882224355254 video games headshot All Your History BioWare xbox Shepard EA consequence Lead Concept Artist Matt Rhodes BioWare Edmonton Alberta Canada metal illusive elusive man bartender villains helmets Subject Zero tattoo scar sequel art of the game marvel ultimate alliance me mua space interview ...
- published: 18 Jan 2010
- views: 168534
- author: machinima
4:18
Appreciating Art Lecture Series - Conceptual Art as Contemporary Art
Excerpt of the NHB Academy Appreciating Art Lecture Series - Conceptual Art as Contemporar...
published: 29 Aug 2011
author: nhbnhb1
Appreciating Art Lecture Series - Conceptual Art as Contemporary Art
Excerpt of the NHB Academy Appreciating Art Lecture Series - Conceptual Art as Contemporary Art by Professor Tony Godfrey. For more information, please refer to www.nhb.gov.sg
- published: 29 Aug 2011
- views: 1760
- author: nhbnhb1
9:57
Opus Artz - Video Game Concept Art Studio - Feature - Platform32
Here at Platform32 we believe video games are more than just games. We believe they are in...
published: 29 Nov 2011
author: PlatformThirtyTwo
Opus Artz - Video Game Concept Art Studio - Feature - Platform32
Here at Platform32 we believe video games are more than just games. We believe they are interactive works of art created by the many talented individuals over a great deal of time using a huge amount of imagination and creativity. So, when we were invited to pop along to Opus Artz one of the UK's leading video game concept art studios to check out their amazing illustrations and see them at work, we jumped at the chance. If you love art, video game or otherwise, or have ever wanted to break into the industry you NEED to watch this video! If you want to see all the artwork featured in this piece and much much more, head over to www.opusartz.com now and check out their portfolios!All games are TM and © their respective publishers and developers. All game footage is used with permission from either the developers, publishers or PR agencies involved with the game/games featured or has either been bought from or downloaded from press asset websites for use on the TV and Web. All original content belongs to Platform32. WEB: www.platform32.com http CHANNELS: www.platform32.blip.tv http SOCIAL: www.facebook.com www.twitter.com TV: www.tvnewsonline.tv Music by Majic Palmer myspace.com Music by Straina www.facebook.com Music by Senior Gravy www.youtube.com Platform32 poster image by www.ekasoa.com Platform32 website by www.excelium.com
- published: 29 Nov 2011
- views: 15224
- author: PlatformThirtyTwo
1:30
Conceptual Art: Joseph Kosuth
Joseph Kosuth (American, b. Toledo, Ohio, 1945): - Box, Cube, Empty, Clear, Glass - a Desc...
published: 08 Dec 2008
author: Pierre Radulescu
Conceptual Art: Joseph Kosuth
Joseph Kosuth (American, b. Toledo, Ohio, 1945): - Box, Cube, Empty, Clear, Glass - a Description, 1965, glass and vinyl lettering - 'One and Five (Clock) [Eng.-Ita.]', 1965, gelatin silver prints and wall clock - 'Titled (Art as Idea as Idea) [idea]', 1966, C-print on paper on plastic panel - 'Titled (Art as Idea as Idea) [ultimate]', 1967, C-print on paper on plastic panel On view at Hirshhorn (part of Panza Collection)
- published: 08 Dec 2008
- views: 10797
- author: Pierre Radulescu
1:22
The Elder Scrolls V: Skyrim - The Concept Art of Skyrim
We've released a new video bringing concept art to life in The Elder Scrolls V: Skyrim. To...
published: 27 Oct 2011
author: BethesdaSoftworksUK
The Elder Scrolls V: Skyrim - The Concept Art of Skyrim
We've released a new video bringing concept art to life in The Elder Scrolls V: Skyrim. To learn more about conceptualizing the game, check out our new developer diary at ElderScrolls.com. The diary features never-before-seen concept art and an exclusive podcast interview featuring Bethesda Game Studios' concept artists, Adam Adamowicz and Ray Lederer, plus Lead Artist Matt Carafano and Game Director Todd Howard. www.elderscrolls.com The Elder Scrolls V: Skyrim is Out Now. elderscrolls.com http
- published: 27 Oct 2011
- views: 201781
- author: BethesdaSoftworksUK
5:51
How to draw Dragon Concept art Creature design sketch
idrawgirls.com for step by step images and more info Learn how to draw dragon a fantasy cr...
published: 29 Sep 2008
author: idrawgirls
How to draw Dragon Concept art Creature design sketch
idrawgirls.com for step by step images and more info Learn how to draw dragon a fantasy creature design gentle giant dragon the second installment from dragon drawing tutorial series. Step by Step drawing video tutorial lesson. How to create concept art or fantasy conceptual design and variety of creatures or giant monster dinosaur like for video games, movie, illustration, comics. Learn from professional concept artist Xia Taptara. Drawing and sketching dragon step by Step concept design sketching and drawing online lesson for comics cartoon illustration, manga, anime. A dragon is a legendary creature, typically with serpentine or otherwise reptilian traits, that feature in the myths of many cultures. There are two distinct cultural traditions of dragons: the European dragon, derived from European folk traditions and ultimately related to Greek and Middle Eastern mythologies, and the Chinese dragon, with counterparts in Japan, Korea and other East Asian countries.
- published: 29 Sep 2008
- views: 69489
- author: idrawgirls
20:26
Concept Art - Photoshop Tutorial (PSD Box)
Create a simple concept artwork in Photoshop. Learn how to create a night scene using the ...
published: 24 Apr 2012
author: Andrei Oprinca
Concept Art - Photoshop Tutorial (PSD Box)
Create a simple concept artwork in Photoshop. Learn how to create a night scene using the gradient tool. More info here: www.psdbox.com
- published: 24 Apr 2012
- views: 16517
- author: Andrei Oprinca
2:45
Chris Burden Conceptual Artist
Chris Burden has always inspired me. The turnstile piece is brilliant. Enjoy....
published: 10 Sep 2007
author: Thomas McManus
Chris Burden Conceptual Artist
Chris Burden has always inspired me. The turnstile piece is brilliant. Enjoy.
- published: 10 Sep 2007
- views: 7371
- author: Thomas McManus
1:12
ADRIFT (working title) GamesCom 2011 Teaser
Concept art video -- NOT IN-GAME FOOTAGE Genre : 3rd person action-adventure Platforms : P...
published: 16 Aug 2011
author: DONTNODENT
ADRIFT (working title) GamesCom 2011 Teaser
Concept art video -- NOT IN-GAME FOOTAGE Genre : 3rd person action-adventure Platforms : PS3 / Xbox 360 Release date : Fall 2012 Neo-Paris 2084 Augmented reality and memory manipulation have taken control of peoples' lives. You can now digitize, buy, sell or trade your own personal memories. The last remainders of intimacy have been swept away, in what appears to be a simple extension of the development of social networks and geolocation at the beginning of the 21st century. The "surveillance society" has been accepted by the citizens themselves, in exchange for a few technological benefits. It is a reality that no one even thinks of challenging anymore. This memory-based economy gives an immense yet uncontrollable power to a handful of people... www.dont-nod.com
- published: 16 Aug 2011
- views: 123261
- author: DONTNODENT
7:45
How to Render Concept Art Part 3: Color Theory and Using Color
www.freshdesigner.com This is the 3rd part of the Concept Art Tutorial series. The topic i...
published: 24 Apr 2010
author: Chris L
How to Render Concept Art Part 3: Color Theory and Using Color
www.freshdesigner.com This is the 3rd part of the Concept Art Tutorial series. The topic is Color. How it works, and an introduction to Color Theory. We'll also discuss some strategies we can use with color to model form, add interest and life to our concept art and digital paintings. Narrated by the artist.
- published: 24 Apr 2010
- views: 33808
- author: Chris L
7:38
Sonny Smith: 100 Records
In April 2010 GALLERY CRAWL checked out Gallery 16s new exhibit 100 RECORDS and interviewe...
published: 21 Apr 2010
author: KQEDondemand
Sonny Smith: 100 Records
In April 2010 GALLERY CRAWL checked out Gallery 16s new exhibit 100 RECORDS and interviewed creator, artist, and musician Sonny Smith, who invented and wrote 100 songs for several fictional musicians and bands and invited fellow artists to create matching album covers.
- published: 21 Apr 2010
- views: 9607
- author: KQEDondemand
Vimeo results:
15:52
‘YEKPARE’ (monolithic)
"Yekpare" is a storyteller which narrates the 8500 year story of Istanbul. The story embra...
published: 15 Jun 2010
author: nerdworking
‘YEKPARE’ (monolithic)
"Yekpare" is a storyteller which narrates the 8500 year story of Istanbul. The story embraces symbols from Pagans to Roman Empire, from Byzantine Empire to Latin Empire, and finally from Ottoman Empire to Istanbul at the present day.
Haydarpaşa Train Station, with its brilliant architectural forms, is the building on which the story is projected. The connection between middle east to west has been provided by Istanbul and Haydarpaşa since 1906. In the 50’s it served as a door for millions of internal emigrants who have triggered the chaos in Istanbul's dialectical daily life scenes.The project's conceptual, political and geographical positioning, the location’s depth of field and the fact that the entire show can be watched from Kadıköy coast; make "Yekpare" a dramatic presentation.
The first day of the performance also marks the 47th deathday of Nazım Hikmet Ran, the famous Turkish poet. We started out with a quote from his epic novel, "Human Landscapes from My Country": “At Haydarpaşa Train Station, in the spring of 1941, it is three o’clock. Sun, exhaustion and rush lay on the stairs...”
Art Direction & Visuals:
Deniz Kader – Candaş Şişman
Music & Sound Design:
Görkem Şen
Project Management:
Erdem Dilbaz
Technical support : Alican Aktürk - Refik Anadol ( griduo.com)
Modelling: Gökhan Uzun – Can Dinlenmiş (prospektif.org)
Special Thanks to: Efor Production, Visio – Vox, Sinevizyon, Yakup Çetinkaya, Gökhan Kurtuluş, Lokman Doğmuş, Baran Güleşen, Ümit Özdemir, Tolga Dizmen, Yunus Dölen, Murat Durusoy, Ahmet Türkoğlu, Mustafa Nurdoğdu, Burhan Ersan.
Realized with mxwendler.net mediaserver
contact: nerd@nerdworking.org
1:58
THE BEGINNING OF INFINITY
By @jasonsilva and @notthisbody - Follow us on Twitter!
"The adjacent possible is a kind...
published: 02 Oct 2011
author: Jason Silva
THE BEGINNING OF INFINITY
By @jasonsilva and @notthisbody - Follow us on Twitter!
"The adjacent possible is a kind of shadow future, hovering on the edges of the present state of things, a map of all the ways in which the present can reinvent itself." - Steven Johnson
Other videos -
You are a RCVR - http://vimeo.com/27671433
To Understand Is To Perceive Patterns - http://vimeo.com/34182381
Imagination - http://vimeo.com/34902950
Abundance - http://vimeo.com/34984088
INSPIRATION:
This video is inspired, in part, by the ideas explored in David Deutsch’s new book, THE BEGINNING OF INFINITY. We hope it moves you.
"The topographical shape and the material constitution of the upper surface of the island of Manhattan, as it exists today, is much less a matter of geology than it is of economics and politics and human psychology. The effects of geological forces were trumped (you might say) by other forces — forces that proved themselves, in the fullness of time, physically stronger. Deutsch thinks the same thing must in the long run be true of the universe as a whole. Stuff like gravitation and dark energy are the sorts of things that determine the shape of the cosmos only in its earliest, and most parochial, and least interesting stages. The rest is going to be a matter of our own intentional doing.." - David Alpert on David Deutsch's new book.
"Some time in the last fifty thousand years, with the invention of culture, the biological evolution of humans ceased and evolution became an epigenetic, cultural phenomenon... technology is the real skin of our species. Humanity, correctly seen in the context of the last five hundred years, is an extruder of technological material. We take in matter that has a low degree of organization; we put it through mental filters, and we extrude jewelry, gospels, space shuttles. This is what we do. We are like coral animals embedded in a technological reef of extruded psychic objects." - Terence Mckenna
**
In our work, we use the tools of editing: we juxtapose 'transcalar' imagery, cutting and overlapping the very small and the very large... From the nano to the galactic, stretching and compressing time, we feature time lapse to reveal the repetitive and recurring patterns across different scales of reality. The aim is to provide multiple perspectives all at once, whose simultaneous presentation might cause spontaneous epiphanies. “These patterns are omnipresent, but only when we see these patterns in a more compressed mode of presentation to we start to attend to them as such.” -- This is KEY!
Paul Stamet's superb book, Mycelium Running, begins with a discussion of what Stamets calls the mycelial archetype. He compares the mushroom mycelium with the overlapping information-sharing systems that comprise the Internet, with the networked neurons in the brain, and with a computer model of dark matter in the universe. All share this densely intertwingled filamental structure.
A recent profile of Stephen Johnson on Dumbo Feather described his work like this:
“Johnson uses ‘The Long Zoom’ to define the way he looks at the world—if you concentrate on any one level, there are patterns that you miss. When you step back and simultaneously consider, say, the sentience of a slime mold, the cultural life of downtown Manhattan and the behaviour of artificially intelligent computer code, new patterns emerge."
On their own, these areas of study are fascinating. Together, a more profound view takes shape.
The article continues, "Put simply: cities are like ant colonies are like software is like slime molds are like evolution is like disease is like sewage systems are like poetry is like the neural pathways in our brain. Everything is connected.”
PERFORMING PHILOSOPHY:
Our stated goal is to re-ignite the art of the "performing philosophers" ... like Timothy Leary and Buckminster Fuller... A post on Space Collective wrote about “thinkers who act as substantial agents of change, who drastically alter the infocologies they interact with, in the process transforming and meshing the different dimensions in which our minds operate.”
We care about the pleasures derived in forming new connections, mash-ups and innovative solutions for the next step in human evolution.
We are working to articulate our understanding through the creation of recombinant media mashups meant to epiphanize audiences----the creating and sharing of awe; "performance philosophy" in an age of collapsing boundaries and exponential creativity.
The director of the Imaginary Foundation described our work as “some kind of Ontological DJ'ing, recompiling the source code of western philosophy by mixing and mashing it up into a form of recombinant creativity, which (hopefully) elevates our understanding from the dry and prosaic, into the sensual and transcendent.”
“The goal is to prove a fresh framework and a new narrative to fill our old storytelling needs in our ever-increasing process of self-description
8:28
METACHAOS
Alessandro Bavari: Camera Tremula 1, Noise Melange, XYZ Ocula Depth
Fulvio Sturniolo: Came...
published: 21 Oct 2010
author: Alessandro Bavari
METACHAOS
Alessandro Bavari: Camera Tremula 1, Noise Melange, XYZ Ocula Depth
Fulvio Sturniolo: Camera Tremula 2
Jeff Ensign aka Evolution Noise Slave: Sonic Harmonium
Format: Pal Widescreen 1050x576
Duration: 8:27 mins
---------------------------------------------------------------
Prizes
- Golden Nica at Prix Ars Electronica 2011.
- Special Award IED at Skepto International Film Festival.
- Best Experimental Film at the 2nd Stortford Film Festival.
- Best Direction Prize at the Cinemavvenire Video Festival.
- 1° Prize Art Lab at the Festival Internazionale del Cinema d'Arte.
- 1° Prize ex aequo at the Corto Dorico Short Film Festival + a Special Mention Prize.
- Best Design Prize at the 13th Animation Film Festival Animated Dreams.
- Finalist as Best Direction at the Animago Award.
- Finalist at the Bolzano Short Film Festival.
http://www.alessandrobavari.com/
info@alessandrobavari.com
---------------------------------------------------------------
SINOPSYS
Metachaos, from Greek Meta (beyond) and Chaos (the abyss where the eternally-formless state of the universe hides), indicates a primordial shape of ameba, which lacks in precise morphology, and it is characterized by mutation and mitosis.
In fact the bodies represented in METACHAOS, even though they are characterized by an apparently anthropomorphous appearance, in reality they are without identity and conscience. They exist confined in a spaceless and timeless state, an hostile and decadent hyperuranium where a fortress, in perpetual movement, dominates the landscape in defense of a supercelestial, harmonic but fragile parallel dimension. In its destructive instinct of violating the dimensional limbo, the mutant horde penetrates the intimacy of the fortress, laying siege like a virus. Similar to the balance of a philological continuum in human species, bringing the status of things back to the primordial broth.
STATEMENT
METACHAOS is a multidisciplinary audio-visual project, articulated in a short film, a set of photography (http://www.alessandrobavari.com/english/Metachaos-photographies/gallery_Metachaos-photographic_series.htm) and mix-technique paintings. The purpose of the project is to represent the most tragic aspects of the human nature and of its motion, such as war, madness, social change and hate. An accretion of feelings that are metaphorically represented by specific visual forms, which are abstract conceptually, but concrete and tangible formally. The application of acid and monochromatic tints, besides the strong contrasts, makes everything intentionally more oppressive and tragic.
In order to obtain a more immersive and plausible version, the shot was taken adopting the camera live technique. The extreme and frenetic motion of the shoulder camera, similar to the subjective one, becomes a main constant, so that, along with the persisting cuts used to edit the video, create a bigger sense of instability and danger. In fact, thanks to the dissemination of Technology, it is possible to notice that the unconscious-esthetic potential of the shots available on Youtube, characterized by a pseudo-documentary and amateur approach, often offer an unexpected emotional involvement, which trigger an exhibitionistic-voyeuristic interchange between the author and the consumer.
The irrational gesture and action of the bodies, as if a collective form of madness controlled them, are inspired by artists like Bosch and Bruegel who, between the ‘400 and ‘500, produced an iconography where irrational images show sickly madness and pain.
The project has been realized using different techniques: live shots taken in discharged industrial sites, CGI animations, tracking and motion captures, besides various other analogical ones.
American Jeff Ensign, aka Evolution Noise Slave composed the original sound track, which has been progressively updated during the video production. The musical score was inspired by 6 separate pieces Jeff had previously created that were then combined into a hybrid. The composition was also based in part from a sonic interpretation of the ideas presented in Antonin Artaud’s the Theater and Cruelty overlaid on Bavari’s images.
JURY STATEMENT FROM PRIX ARS ELECTRONICA 2011.
Alessandro Bavari’s “Metachaos” is an impressive display of the amazing graphics that can be produced with leading-edge hardware and software. The 8-minute clip begins with a sequence of clear, geometric forms that suggest a serene world. But it doesn’t take long until it’s apparent that this was just the calm before the storm. Shadowy creatures and shockingly grotesque figures intrude into this domain rendered in black & white and sepia tones and rip it to pieces. Using the interplay of light and shadow, intentionally shaky camera movements and quick cuts, Bavari takes us on a tour de force through an unsettling imaginary cosmos that grips viewers and doesn’t let them loose. In addition to its extraordinary visuals, “Metachaos” features an i
0:40
Volkswagen - People's Car Project - Morphing
Awards:
Spikes Asia 2011 - Film Craft Animation - Finalist
LIA 2011 - Design Motion Graph...
published: 16 May 2011
author: weareflink
Volkswagen - People's Car Project - Morphing
Awards:
Spikes Asia 2011 - Film Craft Animation - Finalist
LIA 2011 - Design Motion Graphics - Animation - Finalist
Deutscher Werbefilmpreis 2011 - Sound Design - Finalist
Client: Volkswagen, China
Campaign: People's Car Project
Agency: Proximity, Beijing / Goodstein & Partners
Executive Creative Director: Georg Warga
Art Director: Kathrin Guethoff, Felipe Ferreira, Daryl Villanueva
Production Company: weareflink
Director: weareflink
Creative Lead: Niko Tziopanos
Executive Producer: Andreas Lampe
Conceptual Design: Niko Tziopanos
Additional Design: Steffen Knøsgaard, Jaclyn Stauber
CG / Compositing Artist: Niko Tziopanos
FumeFX/RealFlow: Alexander Heyer
Final Compositing: Martin Hess
Music: Supreme Music, Hamburg
Youtube results:
7:21
Concept art tutorial How to draw and paint mecha robot
idrawgirls.com for step by step images and brushes download Concept art tutorial How to dr...
published: 31 Mar 2009
author: idrawgirls
Concept art tutorial How to draw and paint mecha robot
idrawgirls.com for step by step images and brushes download Concept art tutorial How to draw and paint mecha robot. Mech digital painting tutorial speed mecha. Learn to draw and paint robot Mecha style. How to draw and color video and step by step. Hoover craft assault droid, Mech or Mecha Giant Robot. Rough sketching to finish rendering how to get you idea into an actual image, drawing, blocking in shape, background and rendering. Learn how to draw mech or mecha Giant Robot sci-fi design Anime, Manga and comics concept illustration: video step-by-step tutorial with instruction online. This tutorial will show you how to design industrial mech or mecha machine robot concept art. The process is basically widely use among concept artists in video games development or even in movie conceptual design department. Step by step how to start sketching the initial idea, drawing, blocking in shape, background and rendering. Thevideo demonstrates how to quickly create an efficient concept design from concept idea into visual. How to put rough idea onto the paper sketch and create sci-fi character concept art online lesson for comics cartoon illustration, manga, and anime. More info:www.idrawgirls.com
- published: 31 Mar 2009
- views: 25243
- author: idrawgirls
5:32
Otis Visiting Artist: Piero Golia
Otis College of Art and Design Fine Arts Department hosts the Visiting Artist Lecture Seri...
published: 06 Nov 2009
author: OtisCollege
Otis Visiting Artist: Piero Golia
Otis College of Art and Design Fine Arts Department hosts the Visiting Artist Lecture Series. Piero Golia spoke on 9/8/09. Piero was born in Naples, Italy in 1974. He moved to Los Angeles in 2002, and in 2005, founded the Mountain School of Arts with Eric Wesley His works have been shown around the world including Gold Standards at PS1 in New York. Killer Shrimps, his feature film, was selected for the 2007 Venice Film Festival.
- published: 06 Nov 2009
- views: 2751
- author: OtisCollege
6:24
Drawing from your mind concept art tutorial environment magma river
idrawgirls.com for step by step images and more info idrawgirls.com Drawing from your mind...
published: 12 Feb 2009
author: idrawgirls
Drawing from your mind concept art tutorial environment magma river
idrawgirls.com for step by step images and more info idrawgirls.com Drawing from your mind concept art tutorial environment magma river Drawing from your imagination and mind conceptualize painting Conceptual Art tutorial, Draw and paint landscape magma river environmental concept scene digital...
- published: 12 Feb 2009
- views: 159672
- author: idrawgirls
6:00
How to draw Dragon Creature concept art sketch
idrawgirls.com for more step by step images and more info Learn how to draw dragon a fanta...
published: 23 Jul 2008
author: idrawgirls
How to draw Dragon Creature concept art sketch
idrawgirls.com for more step by step images and more info Learn how to draw dragon a fantasy creature design long fangs slim dragon the second installment from dragon drawing tutorial series. Step by Step drawing video tutorial lesson. How to create concept art or fantasy conceptual design and variety of creatures or giant monster dinosaur like for video games, movie, illustration, comics. Learn from professional concept artist Xia Taptara. Drawing and sketching dragon step by Step concept design sketching and drawing online lesson for comics cartoon illustration, manga, anime. A dragon is a legendary creature, typically with serpentine or otherwise reptilian traits, that feature in the myths of many cultures. There are two distinct cultural traditions of dragons: the European dragon, derived from European folk traditions and ultimately related to Greek and Middle Eastern mythologies, and the Chinese dragon, with counterparts in Japan, Korea and other East Asian countries.
- published: 23 Jul 2008
- views: 216705
- author: idrawgirls