>>4015
>This is a practical purpose,
Okay, I'll give you that it actually is practical.
Since you're using FZD a lot for your evidence/concept art authority, I will show you FZD talking about something from essentially my viewpoint. https://youtu.be/3TVji_fiKsw?t=21m33s. This marketing art produced by illustrators is what I'm talking about. Illustrations are intentionally or unintentionally labeled as concept art, because concept art is a buzzword.
Feng Zhu also says during the Fallout 4 video, “the kind of work we do here in the design industry is not producing a beautiful piece of art, even though we are, we can’t fall in love with that kind of stuff. This is part of production pipeline, that in the course of a game or film we do many, many, many versions of these kinds of things, and many, many of them get rejected…”
So what does that really mean, for concept art? Make it just beautiful enough that your client won't scoff at it. Throw in a bunch of highlights, rim-light/high contrast, pump levels. The images are still crude, but they pass the threshold.
http://conceptartworld.com/?p=21721 Take a look at all these images. Some of them stand out in mood, composition, and artistic beauty. Maybe they were once unrefined concept pieces, but now they're awesome illustrations. You could consider it to be in a gray area, between concept art and illustration, if you want.
Why is this even important though? Back to where we started, with the idea or notion that some of the finest looking 'concept art' pieces aren't real concept art. Why is it important to know this? Because if someone wants to be a concept artist, they need to know the difference between bare-bones, down-to-earth concept art and 'concept art' 'illustrations'. Feng Zhu is bare-bones all the way. He is right there with just enough detail to be believable, and (likely)not a bit more than what is absolutely necessary, with almost zero artistic add-ons that someone like Jaime Jones would employ.
Whether or not Jaime ever comes up with the visual designs for concepts or just paints others' concepts beautifully, he is considered a concept artist and illustrator. But for any aspiring concept artist, it is good for them to know that being able to produce illustration-level paintings is not necessary for producing concept art in the pre-production pipeline. Actually, it is not just unnecessary, it's way too much to ask for given the quantity of paintings they create.
>I stated clearly that the example made use of symbol-painting techniques, the implication being: that is why the guy appears to be fast at all.
Your statements are clear and well founded, yes. But that wasn't really what I was arguing about. Anyways, regardless of that...turns out his statement is actually false, as you said. "If one is necessarily fast with traditional medium, there's no real barriers for traditional methods." There's still many barriers, even if one is fast enough with traditional media to try it. Traditional is less flexible(slower, less precise in certain ways, and more difficult to correct) than digital, more effort going in to upkeep of supplies than digital, medium needing to dry if slow-drying...etc. These things don't go away when you become fast with the medium.
Regarding the concept art from Star Wars, you are right. In hindsight, I didn't mean that images of high level of finish serve no purpose, but that there is minimal gain between the average, expected level of finish or illustration, and the above average ones. Looking at the Star Wars concept art now, there is a lot of variation in how finished or illustrative some of the concept art is. They had a lot of time to develop things as they wanted, which is pretty cool.
In a pipeline that FZD talks about, with probably a stricter deadline of 2-6 months in the design phase, the pictures are not treated too much as illustrations, because they would take more time and for very little benefit, no? It's like the 80/20% rule. 20% of the work accounts for 80% of the image. Well, not quite, but you get what it's saying about diminishing returns. The longer you spend, the less effective your time becomes. You're just polishing things, adding subtleties, or unifying the whole piece. Though with the use of photos you can skip a large chunk of that time, which is pretty groundbreaking itself.