Okay, this has been eating at me for a while now. I want very badly to model a fictional vehicle, but the only reference I have is concept art that only shows it from 3/4 views. So, I'm wondering, for the sake of my sanity and the burning desire to make this asset, is there a way to block out a model with only the concept art and no orthogonal reference to determine proportion? I'm sure I can't get the proper reference because it's from a game in development. I want it to be accurate to the concept.
The asset in question is this:
http://www.swtor.com/media/concepts/jedi-starship
I feel like I
must model this. It's been dominating my thoughts for the past three days and I can't get it out of my mind. Please help.
Replies
most of the time I just wing it, I rarely get anything more than a 3/4 view concept to work from.
There is a reason that when you see game environments and concept art, there are differences between the two. Some things you just have to interpret yourself when the concept isn't clear, and more often than not the concept is going to have perspective issues that you also need to re-interpret.
It'd be a waste of time to ask the concept artist about every little detail they didn't draw and ask 'What did you want to do here/what is this supposed to be?', so 3D artists model based on their interpretations. It's a valuable skill to acquire; being true to the concept art while still adding to it.
It's such a useful skill to have when starting modeling a shape.
these are the general principles, I'm sure there are better tutorials out there but I just did a quick google for you;
blender
http://vimeo.com/11336409
sketchup (this is actually the easiest one I've found)
http://sketchup.google.com/support/bin/answer.py?answer=94921
max
http://www.cgdigest.com/camera-match-tutorial/
Eye for proportion is one of the hardest things to learn, but try and build it by feeling, look back at what you did and if it matches up. Scale some stuff if needed, and make sure your blockout feels about right before you start adding any detail.
Try to not be limited by the amount of refs, most tasks for me start with just an idea of a single photo. Do it do it.
So far I have humans (several style versions) cars (lorry, car, bike, etc) and so on. Whenever I see something I would like to model, I try and see what the sources are (a bike, even sci-fi one can only get so big or small) as well if there are any scale life references I can use.
After that, I pop in the closest object I have, clone a copy and work on that one leaving the original intact as my in scene reference size (with a blueprint behind it of the image). Worked well for me so far.