Monday, July 23, 2018

My Complete Drawing Guide Now Available!!!


 Link Here:
https://gumroad.com/davidharrington



David Harrington's Complete Drawing Guide

  • Chapter 1: Introduction to Shape, Rhythm and Form (And My Photoshop Tools) (34 Minutes)
  • Chapter 2: Combining Forms and Drawing From Reference (118 Minutes)
  • Chapter 3: 1-Point Perspective Drawing (16 Minutes)
  • Chapter 4: 2-Point Perspective Drawing (38 Minutes)
  • Chapter 5: 3-Point Perspective Drawing (35 Minutes)
  • Chapter 6: Drawing Female Fantasy Character (33 Minutes)
  • Chapter 7: Drawing Sci-Fi Armored Warrior (37 Minutes)

Video Preview Here:
https://youtu.be/H-dHJtpNtrg

Includes:
  • My custom Photoshop Brushes
  • My custom Photoshop Actions
  • 5 Hours of narrated instructional video covering 7 chapters of instruction.
  • Layered PSD files

Unlike most of my other videos this is an entire drawing class aimed at covering the majority of my knowledge of classical drawing techniques geared for today's digital art industries.
 -David Harrington

 Link Here:
https://gumroad.com/davidharrington

Sunday, May 13, 2018

5 Killer Concept Art Techniques For Games

5 Of My Favorite Concept Art Techniques For Games To Take Your Concepts To the Next Level

1 Focus On Story
 People often talk about "story" in their concept art, but it is truly rare to see elements of story in most modern day concept art these days.  I could go through pages and pages of Artstation and see lots of very pretty art, with no sense of story whatsoever.  Lots of times I see a whole lot of "guy on cliff looking into the distance" or "man with 16 layers of shoulder pads".  Story helps your artwork be original and helps to keep you artwork from looking generic.  Story elements can be sprinkled through a series of designs and in actuality every design decision you make should be a reflection of the story of the world you are trying to create.  These elements will help add a sense of history and believably to your world.  With my example above you can clearly see that I am exploring some type of Polynesian culture in a world where Sentient constructs and Magic Exist.  Things look pretty worn and wonky giving the world I am creating a sense of history.

 2 Distribute Detail Where you want people to look
 Don't put detail all over the place, and don't put detail where you don't want people to look.  In the example above "A" pulls you eye straight to that bottom left corner where all the detail is, while in "B" you are pulled around the image a bit more.  Keep you detail focused in areas you want people to spend time looking at.  People won't look at your art for more than a few seconds in most cases these days so make sure you don't waste any of that time confusing people with unnecessary or misappropriated detail.

3 Sweat the Small Stuff !!


You can develop a world from large to small, or you can develop small to large, it's up to you and what the needs of you project you are working on.  I personally love to work small to large and develop a small prop or structure and let that inform the rest of the world I am trying to create.  In the concept above I created a small mausoleum, and from the look of this small mausoleum I can infer that it is old, Gothic and filled with ominous power.  The world seems stylized and whimsical but also has a dark undercurrent of necromancy and dark magic.  After this I can start to explore the rest of the world, who built this structure? Is it part of a town or village?  Who lit those candles?  Did they light up on their own when dark spirits showed up?  Developing a world in this manner lets you dive straight into many of the small details of a small part of you world and inform the rest of the world you are creating based on this one small piece of it.

4 Detail Adds Emersion
 

You might be thinking to yourself "hey you just said guy standing on cliff is generic", and your right I did, but look closer.  As you check out this image you notice that there is a shark fin protruding from the characters back in the foreground, and that this is not just any ordinary man, it is my trademark Sharkman character.  This small detail pulls you into the piece more and give this piece a sense of continuity with other pieces I have done with this character and in this world.  The details of the skull fortress clearly give you the idea that this is a place of great danger and foreboding, making the story of Sharkman about to go on a great adventure the forefront of the piece.
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5 Design From Game Angle
Design things from the angle they will been seen from!!!  You don't know how many times I have designed something from ground view and had it look completely different from a top down game and Vice Versa.  I see tons of concept art even at the studio level run into this problem.  ALWAYS design stuff from the intended view angle, changing the view angle changes the silhouette, rhythm, design ratios and the read of the overall form.


For In Depth Tutorials And Custom Brushes Visit My Gumroad Store Here:
https://gumroad.com/davidharrington


Monday, March 5, 2018

Concept Art For Video Games - RTS Environment Design 2 - Now Available!!

Concept Art For Video Games - RTS Environment Design 2

Link Here:
https://gumroad.com/davidharrington
https://cubebrush.co/davidharrington



This video is about designing environments for RTS/Moba style games from a top down camera angle. I will go over all of my tricks and advice for making game angle assets look good and read clearly using perspective, and keeping shape ratios interesting.

Includes:

-56 minute variable speed video with narrated technique explanation, rendering philosophy and detail techniques. I discuss perspective, line art, lighting, design principles and industry tips
.
-High Resolution PSD file with progressive layers

-Custom brush pack for Corel Painter 2017 and above


https://gumroad.com/davidharrington
https://cubebrush.co/davidharrington

Sunday, February 11, 2018

Concept Art For Games: RTS Environment Design - Available Now!!!



Concept Art For Games - RTS Environment Design

This video is all about designing environments for RTS/Moba style games from a top down camera angle. I will go over all of my tricks and advice for making game angle assets look good and read clearly using 3 point perspective, and keeping shape ratios interesting.
Includes:
-30 minute variable speed video with narrated technique explanation, rendering philosophy and detail techniques. I discuss perspective, line art, lighting, design principles and industry tips.
-High Resolution PSD file with progressive layers
-Custom brush pack for Corel Painter 2017 and above

https://gumroad.com/davidharrington
https://cubebrush.co/davidharrington

Tuesday, January 16, 2018

How To Create Character Concept Art For Video Games

New Tutorial Out Now!

Concept Art For Games: Character Development Tutorial

Link Here:
https://gumroad.com/davidharrington
https://cubebrush.co/davidharrington
In this tutorial I develop a character idea in 3 different directions to show how you can take a simple idea and branch into several visual styles. I go over developing shapes, forms, color and lighting.
Tutorial Includes:

-Step By Step Instructional Video With Narration (about 1 hour 12 minutes)
-Custom Brushes for Painter 2017 and Above
 -Layered high resolution PSD showing steps and progression

Sunday, January 7, 2018

Sunday, December 3, 2017

Tuesday, December 20, 2016

7 Killer Concept Art Tricks For Digital Painting

Here are 7 (Or so) Killer Concept Art Tricks and Techniques Using Corel Painter
The Final Video in a series of 3.  This video focuses on content creation and concept art in Corel Painter

Thursday, December 8, 2016

Top 5 Best Concept Art Techniques Using Corel Painter

Here are my Top 5 (Or so) Best Concept Art Techniques Using Corel Painter
My second in a series of 3 video tutorials for Corel Painter

Monday, December 5, 2016

Sunday, December 4, 2016

3 Top Concept Art Digital Painting and Drawing Techniques for Video Game Development

My first in a set of 3 video tutorials for Corel Painter!  This one is about basic drawing techniques and brushes.

Wednesday, February 18, 2015

Environment Concept Art



Some Color Keys

My buddy snapped a picture of me talking at Blizzcon about Heroes Of The Storm 
It's a little crazy to see a giant 20 foot version of yourself behind you




Sunday, December 21, 2014

Preview

A sneak-peek of some recent upcoming work I will be uploading In a few weeks.

Sunday, July 27, 2014

Z-Brush Concept Art

These are a few environment Value and Composition studies
Some goofin around in z-brush based on my earlier concepts