Cubebrush Art School Term 1 By Marc Brunet Patched

: A "Welcome to Art School" video to set expectations. Student Experience & Value ART School - TERM 1 - Cubebrush

Moving away from sketchy, "hairy" lines toward clean, deliberate, and smooth strokes.

Aspiring digital artists often struggle to find a structured, comprehensive curriculum that bridges the gap between amateur sketching and professional-grade illustration. Marc Brunet, a veteran concept artist and former Senior Character Artist at Blizzard Entertainment, designed the program to replicate a traditional university art education at a fraction of the cost.

This is where the "painting" really starts. cubebrush art school term 1 by marc brunet

This module is highly practical. It ensures you know your software inside and out so that technical limitations do not block your creativity. While Marc uses Adobe Photoshop, the concepts apply seamlessly to Procreate, Clip Studio Paint, or Krita.

(Some versions include an 11th week on "Intro to Environments" – drawing simple rooms/landscapes in 1-point perspective.)

Term 1 is the entry point of a rigorous, university-style digital art curriculum designed for home study. Unlike disjointed YouTube tutorials, this term acts as a structured bootcamp. It strips away complex styling and focuses purely on core visual mechanics. The entire term is designed to take a complete beginner—or a self-taught artist with structural gaps—and give them total control over their digital canvas, perspective, and basic human proportions. Detailed Breakdown of the Modules : A "Welcome to Art School" video to set expectations

Whether your ultimate goal is to become a concept artist for AAA video games, an indie comic creator, or a hobbyist digital painter, Term 1 lays the concrete foundation required to turn your creative vision into technical reality.

| Week | Topic | Key Concepts | |------|-------|---------------| | 1 | | 1, 2, and 3-point perspective, drawing cubes/cylinders/spheres in space, horizon line. | | 2 | Form & Construction | Turning shapes into forms (light logic on basic volumes), cross-contour lines. | | 3 | Gesture & Mannequinization | Drawing the human figure as simple 3D shapes (head = sphere, torso = box). | | 4 | Head & Face Construction | Loomis method simplified, placing facial features, proportions (eyes mid-way, etc.). | | 5 | Hands & Feet | Simplified blocky approach, avoiding "sausage fingers". | | 6 | Drape & Folds | 7 types of folds (pipe, zigzag, spiral, etc.), how cloth wraps around form. | | 7 | Value & Lighting | Light sources, cast shadows, core shadow, highlight, reflected light – all in grayscale. | | 8 | Rendering Basics | How to blend/shade digitally (hard vs soft edges), material indication. | | 9 | Composition | Rule of thirds, leading lines, focal points, thumbnail sketching. | | 10 | Final Project: Character + Prop | Combine everything: draw a simple character in perspective with lighting and shading. |

When deciding where to spend your money, it is useful to compare Marc Brunet's Term 1 to other major players like and Schoolism . Marc Brunet, a veteran concept artist and former

Cubebrush isn't just a store; it's a learning ecosystem. Brunet leverages this platform to offer , a 10-term program designed to replace a traditional 4-year college art curriculum entirely.

For years, the holy grail for aspiring concept artists was ArtCenter or similar brick-and-mortar schools—costing tens of thousands of dollars. Marc’s answer to this barrier to entry is the , a comprehensive curriculum designed to rival a college education at a fraction of the price.

Term 1 focuses entirely on foundational mechanics. Before you can paint complex characters or epic sci-fi environments, you must master the rules of perspective, human proportions, and your digital software. The term is divided into four main modules: 1. Digital Arts Companion

Simply watching the videos will not make you a better artist. To maximize your investment, commit to a daily practice routine. Treat the assignments as mandatory project briefs. Spend at least two weeks on the figure drawing module alone, filling sketchbooks with gesture drawings before moving on to perspective. Leverage online art communities or Discord servers to get critique on your Term 1 assignments, as external feedback is vital for identifying blind spots in your work.

The program is split into 10 terms, with a natural progression from simple concepts to more complex topics, ensuring a solid educational foundation. The full ART School includes 30 classes, totaling over 100 hours of video content, and provides: