Difference between revisions of "Arcane University:Flora (2D)"

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(Created page with "{{Trail|Concept Art}} In concept art (specifically in Skyrim modding) there are a variety of types of Arcane University:Concept Art#Concept_Art_in_the_Arcane_University|cla...")
 
 
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{{Trail|Concept Art}}
 
{{Trail|Concept Art}}
  
In concept art (specifically in Skyrim modding) there are a variety of types of [[Arcane University:Concept Art#Concept_Art_in_the_Arcane_University|claims]] (or categories) you may encounter and choose to concept. Not all categories can be designed and presented the same way and they are often subject to different expectations.  
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In concept art (specifically in Skyrim modding) there are a variety of types of [[Arcane_University:Concept_Art#Concept_Art_in_Beyond_Skyrim_and_the_Arcane_University|claims]] (or categories) you may encounter and choose to concept. Not all categories can be designed and presented the same way and they are often subject to different expectations.  
  
 
Note that the information you read here '''might not apply''' to projects outside of Beyond Skyrim, or even within Beyond Skyrim - a project's art lead may have their own way of doing things. Be sure to clarify what their expectations are if you are unsure.  But as a whole, if you follow these guidelines, you’ll be creating good Skyrim modding concept art.  
 
Note that the information you read here '''might not apply''' to projects outside of Beyond Skyrim, or even within Beyond Skyrim - a project's art lead may have their own way of doing things. Be sure to clarify what their expectations are if you are unsure.  But as a whole, if you follow these guidelines, you’ll be creating good Skyrim modding concept art.  
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*[[Arcane_University:Architecture_(2D)|Architecture]]
 
*[[Arcane_University:Architecture_(2D)|Architecture]]
 
*[[Arcane_University:Armour/Clothing_(2D)|Armour/Clothing]]
 
*[[Arcane_University:Armour/Clothing_(2D)|Armour/Clothing]]
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*[[Arcane_University:Clutter_(2D)|Clutter]]
 
*[[Arcane_University:Furniture_2D|Furniture]]
 
*[[Arcane_University:Furniture_2D|Furniture]]
*[[Clutter]]
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*[[Arcane_University:Fauna_(2D)|Fauna]]
*[[Fauna]]
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*[[Arcane_University:Tilesets_(2D)|Tilesets]]
*[[Tilesets]]
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*[[Arcane_University:Weapons_(2D)|Weapons]]
*[[Weapons]]
 
 
 
  
  

Latest revision as of 16:50, 2 January 2021

< Arcane University:Concept Art

In concept art (specifically in Skyrim modding) there are a variety of types of claims (or categories) you may encounter and choose to concept. Not all categories can be designed and presented the same way and they are often subject to different expectations.

Note that the information you read here might not apply to projects outside of Beyond Skyrim, or even within Beyond Skyrim - a project's art lead may have their own way of doing things. Be sure to clarify what their expectations are if you are unsure. But as a whole, if you follow these guidelines, you’ll be creating good Skyrim modding concept art.

Be sure to read our main Concept Art page for an overview of the basic workflow, expectations, and technical information needed for any claim. This page is additional reading.

Flora[edit]

Flora claims are typically easy claims. Flora is typically anything organic you see in the world - trees, flowers, bushes, fruit, vegetables, etc.


The contents of a Flora concept art sheet depends on the flora design, but you must have:

  • Your name (from the start)
  • Claim name (from the start)
  • A Rendered view
  • Size measurement/comparison
  • Notes regarding the design that can't be explained visually
  • Material image references
  • Optional: Further renders or detail shots
  • Optional: Harvested variations
  • Optional: Project logo

Some flora claims may ask you to concept harvestable flora. That means you need to draw the base plant pre- and post harvest (if applicable). In addition you may also need to draw the harvested item, as seen in the players inventory.


Consider the biome and environment the plant lives in. Research real plants that grow in the same biome and draw inspiration from them. Throw in a bit of imagination and you're halfway there. Zoom in and render key parts like leafs, thorns, etc. Your render can speed up considerably if you find a photo reference and photobash this into your concept.

Take inspiration from botanical illustrations in the real world - however you do not need to dissect the plant or go into micro details. The whole plant should clearly convey the shapes (i.e. smooth bends vs sharp corners, how the branches/trunk forks, leaf shape, flower buds, fruits, etc)


See Also[edit]