I am a very big fan of sci fi games, but unfortunately I am not very good at design. Does anyone have any tips or tutorials, whether it be modeling or drawing, on how to design for sci fi environments?
☑ Play some sci-fi games
? Read some sci-fi books
? Watch some sci-fi movies
? Listen to some sci-fi music.
? Work on some sci-fi concepts.
* slightly biased avid reader *
Summed up beautifully. People often think that going on CgHub & building a reference folder is enough these days. Wrong! Books stimulate your brain to build its own visual Library. There was a thread a while back that discussed this point in detail. A main point was a recruiter who commented that he asks what books people read to judge their libraries development.
Obviously its not the only method but it's pretty important. I've found it expands into general 2D graphic work as well, was doing some poster design a while back and what book's i had read popped up in the clients questions. I got the job after pulling up the question and discussing it with him.
At the end of the day, what's the harm is reading a novel now & then. I pour through 50k books in a day thanks to my kindle. I've read around 40-50 books since July when i was given it as a present. No regrets.
If you're looking for a decent book then i suggest GoodReads , the "Lists" section is pretty handy. In particular this would suit you.
Try reading for a hour or so, then do 30 min's of thumbnail sketches based on what you've "seen". Should be able to visualize scfi better afterwards.
But retro scifi i find is more fun, it is very interesting with books like 1984, and the Frank Herbert Dune books, to see what the past, thinks the future could be.
Dune is a very interesting take on sci fi, since it used technology, to move some aspects of technology and combat backwards, such as the sheild belts nullifying projectile weapons, which brought people back to using knifes and poisons for combat. Than there is some cold war era MAD stuff with atomics going on.
Find what you like most in sci-fi and what visuals define it for you, then rip off all of those elements and recombine them into your own work. But also make sure to apply those elements to non-sci-fi architecture and design to create interesting new concepts. If you only focus on sci-fi as it is commonly illustrated you'll only be doing metal corridors and pipe porn, so branch out into other visual styles and take what you like from those.
But retro scifi i find is more fun, it is very interesting with books like 1984, and the Frank Herbert Dune books, to see what the past, thinks the future could be.
retro sci fi is cool indeed. i was thinking of the visuals of david lynch's take on dune when visiting this thread earlier. not many good pictures of that online but they had some outlandish baroque designs:
unfortunately the movie lacks the visual scale described in the books. however i'm equally partial to the slick, seemingly apple-inspired designs on display in oblivion.
typical modular stuff covered in nurnies/greeble and straight angles like star wars, alien, battlestar did seems so old-fashioned in comparison.
I would check out Robert Space Industries Engineering section, they have some fantastic concept and video breakdowns for ships, hangers and character development.
Dont forget the "Science" and work not only on "Fiction".
Create a bachground of the technology level. What is possible and what not.
Yes. Nothing is better than when the designer/author of any science fiction actually takes the time to explain their systems, themes and techs. In my opinion its what separates fantasy and sci fi.
so many different aproaches, one thing I personally like and is easy for anyone to do is just to take a picture of a circuit board, its modern techy, interesting angles, a quick paintover and you have some interesting panneling to draw ideas from
of course as others have mentioned films is a great source of inspiration, I personally think bioshocks entire style was lifted from a film called dark city.
But None of these is overly giving you a direct concept but you study the composition, colour theory,lighting, symmetry/modular nature and theme it can really give you somewhere to start and these key elements can really make or break a scene.
Replies
? Read some sci-fi books
? Watch some sci-fi movies
? Listen to some sci-fi music.
? Work on some sci-fi concepts.
Also this
[ame="http://www.youtube.com/watch?v=dnflBERf2zM"]EPISODE 52 - Visual Library - YouTube[/ame]
* slightly biased avid reader *
Summed up beautifully. People often think that going on CgHub & building a reference folder is enough these days. Wrong! Books stimulate your brain to build its own visual Library. There was a thread a while back that discussed this point in detail. A main point was a recruiter who commented that he asks what books people read to judge their libraries development.
Obviously its not the only method but it's pretty important. I've found it expands into general 2D graphic work as well, was doing some poster design a while back and what book's i had read popped up in the clients questions. I got the job after pulling up the question and discussing it with him.
At the end of the day, what's the harm is reading a novel now & then. I pour through 50k books in a day thanks to my kindle. I've read around 40-50 books since July when i was given it as a present. No regrets.
If you're looking for a decent book then i suggest GoodReads , the "Lists" section is pretty handy. In particular this would suit you.
Try reading for a hour or so, then do 30 min's of thumbnail sketches based on what you've "seen". Should be able to visualize scfi better afterwards.
one more - is that an apple wallpaper on those screens? :
very pretty movie that. but more like retro-sci fi.
Dune is a very interesting take on sci fi, since it used technology, to move some aspects of technology and combat backwards, such as the sheild belts nullifying projectile weapons, which brought people back to using knifes and poisons for combat. Than there is some cold war era MAD stuff with atomics going on.
Dont forget the "Science" and work not only on "Fiction".
Create a bachground of the technology level. What is possible and what not.
Dont forget the money. Shiny floors and walls 100% stainless steel looks nice but how the hell. Maybe cheaper materials and a concrete core.
Find what you like most in sci-fi and what visuals define it for you, then rip off all of those elements and recombine them into your own work. But also make sure to apply those elements to non-sci-fi architecture and design to create interesting new concepts. If you only focus on sci-fi as it is commonly illustrated you'll only be doing metal corridors and pipe porn, so branch out into other visual styles and take what you like from those.
retro sci fi is cool indeed. i was thinking of the visuals of david lynch's take on dune when visiting this thread earlier. not many good pictures of that online but they had some outlandish baroque designs:
unfortunately the movie lacks the visual scale described in the books. however i'm equally partial to the slick, seemingly apple-inspired designs on display in oblivion.
typical modular stuff covered in nurnies/greeble and straight angles like star wars, alien, battlestar did seems so old-fashioned in comparison.
yeah scifi films...good, bad, old, new..have all kinds of gems in them
Imitate the styles you like, or try blending some together.
http://randomghost.tumblr.com/
http://silicongene.com/
http://rekall.tumblr.com/
http://neuromaencer.tumblr.com/
http://inessentialgrace.tumblr.com/
http://www.pinterest.com/Skunkbeard72/hardware/
https://robertsspaceindustries.com/comm-link/engineering
Yes. Nothing is better than when the designer/author of any science fiction actually takes the time to explain their systems, themes and techs. In my opinion its what separates fantasy and sci fi.
of course as others have mentioned films is a great source of inspiration, I personally think bioshocks entire style was lifted from a film called dark city.
But None of these is overly giving you a direct concept but you study the composition, colour theory,lighting, symmetry/modular nature and theme it can really give you somewhere to start and these key elements can really make or break a scene.
http://www.gavinrothery.com/they-never-went-to-the-moon/2011/8/21/designing-sarang-robotic-space-house-of-the-future.html
http://vimeo.com/17376932
http://www.vulture.com/2013/08/syd-mead-design-blade-runner-aliens-elysium.html
http://www.ted.com/topics/architecture
http://www.ted.com/topics/design
also hexagons.
Richard Rogers, Pompidou Centre