>>7724976 Sorry for answering late. Here you go. I try to sketch as little as possible or not at all, but if i want to make sure i don't get retarded and mess up the composition by zoning out, I do something like bottom of picrel. Marking proportions.
>>7731153 Mmm not much. Just a basic understanding of the shapes and proportions of the body. You’d benefit a lot from drawing mannequins if you want to study humanoid mechs
How would you guys go about designing a machine meant to look like it was designed by robots. I feel like the logical choice would be to make it bland and efficient but that seems boring.
>>7733302 AI-designed parts optimised for high strength and low weight have an organic look to them, with lots of irregular triangles, rounded edges, and holes. I'd take some inspiration from slime mold structures and insect anatomy. Unlikely the overall structure would be humanoid either
>>7755208 Ideally you want to tune up your perspective knowledge. Probably start with perspective made easy or how to draw by Scott Robertson. Perspective made easy is for more general perspective and life drawing while how to draw is more advanced and focuses on vehicles and what people on this general would benefit more from (though PME is still a very useful book that every artist should study nonetheless.) maybe delve into some mechanics related media like transformers, hearthstone, armored core, shit like that.
Is it possible to make a perfect square as long as I got a horizon line? I briefly watched a random tutorial on YouTube so I think I got the idea, but just in case if you guys could recommend me some technique.
Just want to make a correct proportion of a circle in perspective for wheels, after that I finally can transfer this to a new clean paper.
It gets more difficult for me to keep up with the lines as they're overlapping more and more, especially tilted ones because I keep forgetting about them and make mistakes trying to mirror things to the other side, that's the reason why there's so much lines.
>>7755862 It doesn't have to be the horizon line, it can be any line. But what you want to learn is intuitive perspective. Basically you need to practice using all of your guidelines and using less and less of them.
As someone who's always wanted to make my humanoid robot OCs more "robotic," basically my only path is to look at current robotics and copy that, right? Unless I want to go out and get a degree in it I also have some figures I can look at the joints of for a base but that wouldn't cover the more technical parts
>>7753527 That front wheel is off center of the centerline of the vehicle. Secondly, the girl's ass looks a bit out of perspective and doesn't really look like it would be resting on the bike (assuming the hidden side is symmetrical with the side facing us.
I think your perspective looks great, especially on the middle image of the APC. Are these in 2 point perspective or what? I’m fairly new to perspective and trying to get these towers to look better. The panels are aligned in various planes so I did one point perspective for the height and then added a 2nd point for each group of panels and it seemed to work ok. I use a string taped down to table because the points are well off the page. Any advice would be appreciated.
been trying to find some more universal artist(retard)-friendly sources of knowledge for concept arting mechanical/manmade objects, so far almost done with picrel and its pretty good, its meant for industrial designers which is sort of related aside from the more redundant parts like ergonomics he also explains all the basics of thermodynamics and even has a pretty thourough chapter on materials anyone know some other good books in similar vein?
>>7819009 Thanks! Ended up just doing more variants of the big one. Might color em eventually as well but for now they are bit on a backburner due to me having to draw some other stuff as well.
>>7819063 They are for an autistic worldbuilding project of mine. You can find more of the stuff I've drawn for it on my deviant art gallery. https://www.deviantart.com/screeble/gallery/62271545/mundus-carnis
>>7755862 A technique I developed when learning descriptive drawing was to lightly erase areas where lines where getting too crowded, and then redraw in the ones I wanted to keep. I would keep in mind an hierarchy of lines based on how important I judged them, and make them more visible or less based on that.
I wouldnt erase to the point where any line actually dissapeared, but it would increase vizibility. And with enough repetitions, past construction lines would give a nice texture and the dirtiness wouldnt pop as much by contrast. So I could get away without redrawing on a clean new page.
>>7856621 this was one part of a slightly bigger work I was doing before shelving it, trying to make a slightly stylized view of a McMurtry Speirling (weird name, and car irl looks like a hot wheels btw)
>>7843320 Hey mechbro when you initially started drawing mechs was your perspective bad? How did you go about getting better at this? Did you use grids and practice simple point perspectives and kept you simple mechs respective to your perspective? Perspective seems to be the one thing I struggle with the most and I want to know how someone of your skill approached their studies?
>>7717291 first two decks of an imperial raider corvette, scaled at 4 centimeters per pixel.
i just added the junior officer bunks on deck two, i have 7 decks to draw although number one (the bridge) is done already. i probably will never finish this project, although everything i make is technically always a WIP in some form or another
i'm about halfway done retrofitting my first covenant ship up to modern standards. i finished the top deck and the back half of the main deck. i hope it won't take too long.
finished retrofitting the top deck (far left). this is my last covenant ship i need to update. gonna start on the bottom deck (far right) later because it can be done the quickest.
It was supposed to be the only thing found in the chest, and once it was opened, the remote control would reactivate a war machine. A hobgoblin king had been using it for a throne, and suddenly it grows legs and runs off with him and his concubine, followed by his army in pursuit. Such was the plot of this story.
>>7885815 I never played the games. But I watched every cutscene on youtube. The campaign story was fucking wild. https://www.youtube.com/watch?v=I6KOaaOLH7M&list=PL320D115859D7D4E0&index=10
taking a quick break from my covenant science vessel to work on floor plans for AlienLizard123's furry retro scifi series 'cosmic instinct'
working at 30 pixels per meter because of the smaller fox characters that live on the ship, who stand between 1.3 and 1.4 meters tall. 1.9 meter human shared for scale up in the corner.
sorry for being gone for so long! i corrupted linux again and had to remake my computer (i saved backups, don't worry)
i'm trying my hand at making pixel art spaceships from the outside, instead of just the floor plans. it's a lot harder! i made a skaven artillery corvette. 150x90x30 meters!
I'm /beg/ as fuck but I'm chasing the dream. Would it be too much to ask for advice on how to draw the tracks? I am fully aware they look like absolute dogshit.
>>7904626 thank you! I have a high rez version on my da, but I won't promote my page because it might be seen inapropriate by jannygods so I'll just say i'm the guy who posted the mexican thief.
>>7777680 i didn't want to be the first one who said it but you're absolutely right all of these mechs and drawings from this anon are hard to read and you have to look at it for a while to even get whats happening
>>7880600 I was having a hard time imagining how this would look like from different angles, so I decided to make some miniatures. This is way more fun than using Blender.
freehanding with pixel art is fun because the grid-based system naturally leads itself to perfectly straight lines and perfect shapes, at least when working with specific slopes like 1/2 or 1/1, even circles are easy with help with a default circular brush scaled at different sizes.
i couldn't imagine drawing shit like in your photo by hand. that's the domain of Blender or AutoCAD.
this style is exactly what I want to start drawing. hard surface, vehicles/environments etc. is how to draw by SR a bit too advanced to start with? I really do not care to start with organic shapes. sorry if this beginner question is asked constantly. I promise to work hard and make progress
>>7922736 How to Draw is fine to start with, although he kind of glosses over the basics, so you might want to go through something like Perspective Made Easy first (or even a few youtube videos would be fine to be honest).
Very new to drawing mechs but wanting to get better at it. Used CSP to slap a bunch of 3d shapes together to get a rough shape sorted, making a Decepticon inspired by Fall of Cybertron for fun.
It really seems like drawing mecha is some schizophrenic process of combining primitive shapes together into somewhat coherent forms that (just so happen to) resemble robots. It just "works."
You could probably take somebody like Shoji Kawamori and after grabbing one of his hands, move it randomly over a page and he would still produce completely finished pages of manga without even thinking about it.
You fall into certain "rhythms" when you draw; it's like when you begin to type something into the Google search bar and it tries to "autocomplete" what you were first thinking. Drawing mecha at least, seems to somewhat work in that way.
Anyone got tips on drawing spaceships? I finally got to a point where I'm happy with my non-mecha drawings, so I tried some basic ship types and I'm fucking awful at it. I can get along with plotting out grids but it takes forever and my ships look too lifeless(?) that way. I tried looking on youtube but nobody covers the basics other than to say, 'make simple 3d shapes and smoosh them together'. Pic related is where I'm trying to reach
>>7950371 I'm pretty bad at it too, pic related. What does your stuff look like? I don't really plot anything out exactly, I try to eyeball+freehand it, probably shows lol. I suppose it also depends on how accurate you're trying to be. I usually try to think in a mix of 1) general style I want to go for + imitating artists I like 2) trying to think out how it would actually work (even if it's fake/impossible/whatever), "form follows function" type of stuff, referencing details from real machines, scale, etc. I find the 'smoosh 3d shapes together' thing only really helps for very basic blocking out and maybe plotting out shadows, beyond that it's not very helpful.