Hi Polycounters,
lately I was on the job hunt. I spent years over years making my portfolio and well, I think I pull off some decent art. I spent all my time focusing on character art mostly organic modelling. But often my folio got some nahs and gahs and I got the conclusion that my armor designs just sucks hard and my mechanical modelling is literally non-exsitent. Everytime I am out, I look at facial features on people, look how people move and what shapes their bodies have. I never really look on engines, cars, props or whatever.
So my question is, how to achieve good mechanical designs besides real life studing? I mean, yeah, experience in doing it is most likely the main key but aren there any tricks or techniques to get better in a decent amount of time? How can I improve in my conceptual skills? How can I turn my organic experience into a mechanical armor stuff.
I realized how some people do that really well, turn their organic knowledge to a good consitent armor design like BoBo, on the rat-man from the cgchat challange / Ironlore project.
What do you use for refrence? Toys, googling for engines, blueprints? How can a person like me handle this?
Urgent help needed. People who experienced the same with their own stuff.
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What do you use for refrence? Toys, googling for engines, blueprints? How can a person like me handle this?
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All of the above and more ?
I'm not a tech guy either, i can't tell a car engine from a time machine.
What would you do if you had to model a dog, or an elephant ? research i guess, that's what i do. I'm modeling roman/gothic architecture etc at work, so i google for tons of photos.
For tech stuff, depends, there's defferent styles. If you wan the overdone industrial style, watch movies (aliens etc). If you want it all organic and dynamic, watch animes and mangas, if yuo want western SciFi, look at spinefinder (sp?) etc and movies/comics.
You can dissect every style and find the elements that define it, that usually makes it easy to stay true to the style over time and design your own things.
It's pretty common to prepare yourself for the task at hand doing all that, i'm afraid i'll never find a job where i can model only skulls all day (which is good actually).
If you need images to any specific style, i can hook you up with quite lots if you want.
You know, I can make decent armor designs, but give it per128 for 2 seconds and he rushes over 20 lines which makes the armor design fukcing interesting.
So, I not always want to gett to per for suchr reasons.
Yeah usually I try some research, not much really but I´ll try. Its just so hard for me to make me armor design as freeform as my oragnic ones you know. I model without thinking, when it comes to armor design, it hurts my brain...
You'll have to find out what looks cool and what not, something someone with practice doesn't have to think about.
I saw your hipoly armored guy and it's pretty much a smoothed lowpoly model. There so much stuff that can easily be added to it.
I'd really recommend consuming SciFi/tech material. Look at other people's work and hipoly models. The old leaked Q4 hipoly marine shots would be a good start.
You sure have what it takes, more than enough of it, just need to dive into it.
Alex
Thanks fro you help guys. If somebody could tell me more. I would like to hear some ppl experienced the same and how they got their armor designs rockin.
I don't know that studying real engines is going to jazz up your designs, although it will help the realism of your illustration.
Nah the princuiples of variation, copy paste, rythm compositing isnt the hard stuff. I am just a person who has just human shapes in mind. Preferably boobs.
but I guess I have too much of an eye for cyborgs, so I probably shouldn't be talking.
*-try to think how it would be made.
**-most important is that it is possible to actually put the armor on and that it offers atealst some manuverability (it depends of the purpose and if its a mounted warrior or travels by foot or with jetbacks and what kind of weapons he uses)
Also its worth to note that armor offers protection against cutting, blows (because its rigid it redistributes the force from the impact to a greater area) BUT also deflects*** them (that is the reason why tanks are not a box with a box on top).
***-it is a good idea to deflect blows away from vital regions, for example you should not deflect a blow that hits the shoulder to a neck but rather away from it
Also note that padding is to be used under rigid armor to make the blows softer.
This is a good armour, its functional, it looks interesting and yet it has minimal decoration.
His tiny field of vision isn't going to be much use for battleing on foot either.
Just a couple of things worth considering if you were to use this fellow as a reference.