I have been checking out the artistry in this thread...and it appears there are some talented artists among MTG Salvation community.
However, something sorta erks me a bit regarding art that is supposed to represent a possible future Magic Card.
So, to offer some aide to those who are trying to aspire to become better artists, I am going to post some tips on some dos and dont's while creating a fantasy image for a possible submission for a MTG card.
Dont's:
1. Aide of the computer in art- Never rely heavily on the use of a computer for creating a work of art for a card submission. If your going to create art for possible card for MTG...make sure your use of the computer is hidden. It is very easy color anything in Photoshop. It is not easy trying to make it look like an acceptable card submission after just coloring it. Its like women and make (so they say), the key is to make it look like your not wearing any. The same goes for using computers in fantasy style art work. DON'T USE A COMPUTER AS A CRUTCH! Granted complete digital rendering using Brice 3D or other rendering software is cool, but, it doesn't really work for the M:TG flavor.
2. Shadows- If your going to create shadows, make sure they consistent and you have your light sources defined. Having every tree with a shadow except one sticks out like a sore thumb. If you have light from an Heavenly body (moon, sun, planet) and then another from a torch, candle, spell; be sure that they cast the proper shadows and the entire work recieves the same treatment.
3. Flatness and Depth- Show depth in your artwork. Shadows alone cannot convey depth by themselves. Also, colors in the foreground (up close to the front of the painting) should be darker...objects in the background (or as the picture recedes from the front picture plane, become lighter and less defined. If you have the same definition in the foreground as you do in the background, the picture looks flat. Then not even shadows can create the simple illusion of depth.
4. Styles-Think of the art and styles used in the game. When Wizards completed the Kamigawa block, you didn't see Anime (though its a neat style) anywhere. So, choose an appropriate style for your at work.
Dos:
1. Proportions- Make sure they are consistent. If one arm is a length, the other arm (unless foreshortened) is going to be the same length.
2. Sketches- Plan out your work. It appears a lot of you use sketches to create your final product, however, you use those same sketches then color them. Make one or two sketches. You'll be happy you did!
3. Think like a M:TG artist- Have you ever seen CG in M:TG card game? Nope. Why? Because they don't want to use it as a crutch. Granted they are above and beyond exceptional artists, but, I think they only use photoshop to do color correcting and to swap out offensive images (Chinese culture/religion vs the use of Skulls).
4. Research- We all know that people during the ICE AGE block must have had to wear warm clothes or people during the Mirage block where in the jungle and probably would dress accordingly. Simple yet affective strategy in creating a well designed work.
5. Criticism- Its a tough thing to hear when someone questions why you made a mark here or there; challenge your use of color or subject. Do not take it as an attack. People are trying to help!
Things to Remember!
If your going to go realistic as you can(within your ability)-
-The average human is 7 heads tall.
-On a human/elf, from the elbow to your wrist is slightly longer than the measurement from your elbow to the shoulder.
-On the average arm, the measurement if it is laying straight by your figure's side should come down their waist. So, the arm minus the hand, should start at the shoulder and the wrist should end at the waist.
-If your going to draw arms outstretched, imagine or take quick measurement (I find using your drawing pencil works well) and follow the path from where the arm should be at the figure's side and mark where you think the arm should be if it where suspended in the air. Then use your average arm rule to determine proportions.
-If your going to create a stylized figure (large hands/head/feet or tall/slender) make sure your consistent.
A lot of this stuff is taught to you in Junior High (or should be ). You most likely already know a lot of the stuff I suggested. SO USE IT! and your art work will look tons better.
If you want to know my credentials (if your questioning my validity):
I am art education major at University of Michigan. I have a associates degree in graphic design. I have over 8 years of graphic design and illustration experience. I am Photoshop 7 certified. I have won several art awards for my water color and illustration work. I critique art (and get critiqued) on a daley bases. I have taught a few classes at the Flint Institute of Arts.
I don't think that there is any restriction on use of CG in magic cards, as long as it maintains the appropriate feel. For example, Cavotta just put up illustrations for several cards up on the wizards site here: http://www.wizards.com/default.asp?x=mtgcom/daily/mc17
"Here, texture is more important than making sure we can see how the wall looks under the lighting conditions of the noon-day jungle. This is cool, artsy, and acceptable. When an artist wants to get fartsy, we do not stop them."
So, obv. CG modded works here would be:
Gifts Ungiven
Temporal Cascade
Wall of Mulch
I also know Longhorn Firebeast has some rendering.
So, while rare, they apparently do allow that form of art.
Otherwise, good advice there.
- BTW, I'm pretty much self-taught. Every time I ever took an art class the teacher would take one look at whatever it was I was drawing, then never say anything to me for the rest of the semester, while focusing on the kids that had no talent.
But they hide the rendering. That is what makes the work outstanding. The artist working for WoTC know the value of making their art not appear generated even if things are color corrected. I never disputed that WoTC artists didn't use computers...but they aren't dependent on them.
Artwork shouldn't look freshly rendered. It should capture a certain mood or setting. If your setting isn't a virtual world, then you should aim towards some sense of realism.
However, in applying this to the Art Contest, keep one thing in mind. It is a monthly contest. I'm pretty sure that WoTC Artists spend more than a month working on a piece of art. If they don't, then they probably have much more experience than most of us. They apply their knowledge on a daily basis. Many artists in this forum apply it on a monthly basis. You're not going to find the Computer-aided artworks as finished as they would normally be.
Keldonson - I think this is a really valuable contribution. It covers pretty much all the basics and would be an excellent guide for those who are looking to develop their skills.
However, having said that, I think your expectations for the monthly contest may be a little high. I can't speak on behalf of everyone, but in my case, I'm a guy who enjoys playing Magic, and also doing the occasional bit of art. That doesn't necessarily translate into me wanting to be a hardcore Magic artist.
For me, the art competition is just a bit of fun. I know my style is way too cartoony and way too heavily dependant on obviously computer crafted colouring to ever appear on a Magic card... but I just don't care. I'm not applying for a job with the art department, I'm just trying to combine two of my interests and maybe grab a couple of votes along the way.
Actually,
The points I put on my guide are relatively simple things to keep in mind.
I realize that this is a monthly art contest (and most of the people posting are amateurs/not professionals) but simple measures could remove the computer aspect out of the illustration.
One easy way is too make your art work appear more painterly:
If your using photoshop, instead of using one filter on the entire work, be choosy and apply that filter to each layer separately (but choosing the options differently for each layer). Makes the work less rendered and more attractive very quickly.
However, in applying this to the Art Contest, keep one thing in mind. It is a monthly contest. I'm pretty sure that WoTC Artists spend more than a month working on a piece of art.
Acctually Tucker told me they get a month to a month and a half for deadlines. And they have to do multiple cards most of the time.
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Acctually Tucker told me they get a month to a month and a half for deadlines. And they have to do multiple cards most of the time.
Yeah, but it's easier to spend time on it if that's your job. If you're like me, then art isn't your job. Spending a day working on a piece of art means 3-4 hours a day...
Kendelson: Your points are very valid, and very well thought out. Thanks for your opinions.
However, I think one of the things that makes this art contest unique is the fact that many of the artists on Salvation do experiment on various levels for the cards. Even though rendering may not be your ideal for Magic Card art, it allows people who may not be able to submit something to do so within their abilities. Also, there are several people who enjoy the computer aspect of the illustrations, as many times they have won the contest. Art, as you should very well know, is subjective, and what one finds enjoyable, others may not.
Oh, and also, using a computer isn't a crutch. Anthony S. Waters does the vast majority of his work digitally nowadays, and honestly, it looks every bit as good as what Mark Zug and Donato Giancola do in their works.
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Even though rendering may not be your ideal for Magic Card art, it allows people who may not be able to submit something to do so within their abilities.
Well, its not just my idea of what a Magic card should look like, its WoTC idea. And I thought that is what we are trying to do here. If you want to use a computer, I don't have a problem...but its when you leave it looking like a computerized work, that is when it looses any luster (IMHO).
If your submitting artwork for a contest, make it look like it belongs in that contest. That is how I feel.
Oh, and also, using a computer isn't a crutch. Anthony S. Waters does the vast majority of his work digitally nowadays, and honestly, it looks every bit as good as what Mark Zug and Donato Giancola do in their works.
I think Kel was trying to point out work that immediatly strikes out as being computer generated as compared to Water's work which mutes the OMFG LOOK AT TEH COMPUTER GENERATIONZ. (I wanted to put a Z in there but I didn't know how to.) Also most of Kel's other points were just basic rules of composition. Porportions, planning, research and constant light. Most of those rules when you break you need a damn good reason to be breaking.
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That's the remarkable thing about life. It's never so bad that it can't get worse
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However, something sorta erks me a bit regarding art that is supposed to represent a possible future Magic Card.
So, to offer some aide to those who are trying to aspire to become better artists, I am going to post some tips on some dos and dont's while creating a fantasy image for a possible submission for a MTG card.
Dont's:
1. Aide of the computer in art- Never rely heavily on the use of a computer for creating a work of art for a card submission. If your going to create art for possible card for MTG...make sure your use of the computer is hidden. It is very easy color anything in Photoshop. It is not easy trying to make it look like an acceptable card submission after just coloring it. Its like women and make (so they say), the key is to make it look like your not wearing any. The same goes for using computers in fantasy style art work. DON'T USE A COMPUTER AS A CRUTCH! Granted complete digital rendering using Brice 3D or other rendering software is cool, but, it doesn't really work for the M:TG flavor.
2. Shadows- If your going to create shadows, make sure they consistent and you have your light sources defined. Having every tree with a shadow except one sticks out like a sore thumb. If you have light from an Heavenly body (moon, sun, planet) and then another from a torch, candle, spell; be sure that they cast the proper shadows and the entire work recieves the same treatment.
3. Flatness and Depth- Show depth in your artwork. Shadows alone cannot convey depth by themselves. Also, colors in the foreground (up close to the front of the painting) should be darker...objects in the background (or as the picture recedes from the front picture plane, become lighter and less defined. If you have the same definition in the foreground as you do in the background, the picture looks flat. Then not even shadows can create the simple illusion of depth.
4. Styles-Think of the art and styles used in the game. When Wizards completed the Kamigawa block, you didn't see Anime (though its a neat style) anywhere. So, choose an appropriate style for your at work.
Dos:
1. Proportions- Make sure they are consistent. If one arm is a length, the other arm (unless foreshortened) is going to be the same length.
2. Sketches- Plan out your work. It appears a lot of you use sketches to create your final product, however, you use those same sketches then color them. Make one or two sketches. You'll be happy you did!
3. Think like a M:TG artist- Have you ever seen CG in M:TG card game? Nope. Why? Because they don't want to use it as a crutch. Granted they are above and beyond exceptional artists, but, I think they only use photoshop to do color correcting and to swap out offensive images (Chinese culture/religion vs the use of Skulls).
4. Research- We all know that people during the ICE AGE block must have had to wear warm clothes or people during the Mirage block where in the jungle and probably would dress accordingly. Simple yet affective strategy in creating a well designed work.
5. Criticism- Its a tough thing to hear when someone questions why you made a mark here or there; challenge your use of color or subject. Do not take it as an attack. People are trying to help!
Things to Remember!
If your going to go realistic as you can(within your ability)-
-The average human is 7 heads tall.
-On a human/elf, from the elbow to your wrist is slightly longer than the measurement from your elbow to the shoulder.
-On the average arm, the measurement if it is laying straight by your figure's side should come down their waist. So, the arm minus the hand, should start at the shoulder and the wrist should end at the waist.
-If your going to draw arms outstretched, imagine or take quick measurement (I find using your drawing pencil works well) and follow the path from where the arm should be at the figure's side and mark where you think the arm should be if it where suspended in the air. Then use your average arm rule to determine proportions.
-If your going to create a stylized figure (large hands/head/feet or tall/slender) make sure your consistent.
A lot of this stuff is taught to you in Junior High (or should be ). You most likely already know a lot of the stuff I suggested. SO USE IT! and your art work will look tons better.
If you want to know my credentials (if your questioning my validity):
I am art education major at University of Michigan. I have a associates degree in graphic design. I have over 8 years of graphic design and illustration experience. I am Photoshop 7 certified. I have won several art awards for my water color and illustration work. I critique art (and get critiqued) on a daley bases. I have taught a few classes at the Flint Institute of Arts.
Remember-Have fun!
"Here, texture is more important than making sure we can see how the wall looks under the lighting conditions of the noon-day jungle. This is cool, artsy, and acceptable. When an artist wants to get fartsy, we do not stop them."
So, obv. CG modded works here would be:
Gifts Ungiven
Temporal Cascade
Wall of Mulch
I also know Longhorn Firebeast has some rendering.
So, while rare, they apparently do allow that form of art.
Otherwise, good advice there.
- BTW, I'm pretty much self-taught. Every time I ever took an art class the teacher would take one look at whatever it was I was drawing, then never say anything to me for the rest of the semester, while focusing on the kids that had no talent.
Visit the MTGSalvation art forum for all your Magic art/artist questions, and participate in the monthly art contest!!!
-----------------------------------------
My personal portfolio!
http://somnovore.deviantart.com/
-----------------------------------------
Artwork shouldn't look freshly rendered. It should capture a certain mood or setting. If your setting isn't a virtual world, then you should aim towards some sense of realism.
However, in applying this to the Art Contest, keep one thing in mind. It is a monthly contest. I'm pretty sure that WoTC Artists spend more than a month working on a piece of art. If they don't, then they probably have much more experience than most of us. They apply their knowledge on a daily basis. Many artists in this forum apply it on a monthly basis. You're not going to find the Computer-aided artworks as finished as they would normally be.
The Weekly Avatar & Signature Contest needs Your Vote!
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However, having said that, I think your expectations for the monthly contest may be a little high. I can't speak on behalf of everyone, but in my case, I'm a guy who enjoys playing Magic, and also doing the occasional bit of art. That doesn't necessarily translate into me wanting to be a hardcore Magic artist.
For me, the art competition is just a bit of fun. I know my style is way too cartoony and way too heavily dependant on obviously computer crafted colouring to ever appear on a Magic card... but I just don't care. I'm not applying for a job with the art department, I'm just trying to combine two of my interests and maybe grab a couple of votes along the way.
The points I put on my guide are relatively simple things to keep in mind.
I realize that this is a monthly art contest (and most of the people posting are amateurs/not professionals) but simple measures could remove the computer aspect out of the illustration.
One easy way is too make your art work appear more painterly:
If your using photoshop, instead of using one filter on the entire work, be choosy and apply that filter to each layer separately (but choosing the options differently for each layer). Makes the work less rendered and more attractive very quickly.
Acctually Tucker told me they get a month to a month and a half for deadlines. And they have to do multiple cards most of the time.
Calvin and Hobbes
Cube Tutor
Yeah, but it's easier to spend time on it if that's your job. If you're like me, then art isn't your job. Spending a day working on a piece of art means 3-4 hours a day...
The Weekly Avatar & Signature Contest needs Your Vote!
22|24|34|36|38|41|48|50|63|67|98|102|103|114
However, I think one of the things that makes this art contest unique is the fact that many of the artists on Salvation do experiment on various levels for the cards. Even though rendering may not be your ideal for Magic Card art, it allows people who may not be able to submit something to do so within their abilities. Also, there are several people who enjoy the computer aspect of the illustrations, as many times they have won the contest. Art, as you should very well know, is subjective, and what one finds enjoyable, others may not.
Oh, and also, using a computer isn't a crutch. Anthony S. Waters does the vast majority of his work digitally nowadays, and honestly, it looks every bit as good as what Mark Zug and Donato Giancola do in their works.
Proud Owner of:
Extremeicon's Hamster-balled soul
Istanbul's Soul, Bidder of Myself
votan's Linux-loving Soul
grappler12's Poop-smithing Soul
Sir Blakely's Fencing Soul
CraZedMiKe's Soul Transferred Back at His Request
HAWKEYE 7's Calvin and Hobbes Loving Soul
Tanthalas' Greek Alliance Soul
Avatar of Kokusho's Island-Hating Soul
Salubrious' Rather-Belatedly Added Soul
DCI Advanced Organizer
Well, its not just my idea of what a Magic card should look like, its WoTC idea. And I thought that is what we are trying to do here. If you want to use a computer, I don't have a problem...but its when you leave it looking like a computerized work, that is when it looses any luster (IMHO).
If your submitting artwork for a contest, make it look like it belongs in that contest. That is how I feel.
I think Kel was trying to point out work that immediatly strikes out as being computer generated as compared to Water's work which mutes the OMFG LOOK AT TEH COMPUTER GENERATIONZ. (I wanted to put a Z in there but I didn't know how to.) Also most of Kel's other points were just basic rules of composition. Porportions, planning, research and constant light. Most of those rules when you break you need a damn good reason to be breaking.
Calvin and Hobbes
Cube Tutor