Hi. Maybe this is a little weird asking. Im having a hard time being creative with hard surface sci fi stuff that doesent exist. I love hard surface moddeling and i love sci fi stuff. I can have a cool general idea of a weapon, a mini scene or a vehicle, but i cant figure out how i will have the details, joints etc look…
Don't worry about getting creative then. Find awesome concept... model it... done. There's a GIM podcast somewhere that outlines this, saying there's little point trying to be a concept artist if you're actually wanting to be a prop artist/env artist/whatever. Sure a little creativity is always a plus, and it might help in…
I have a problem being creative as well so I know where you're coming from. I think the "blank canvas" issue is something that affects a lot of artists. I think it helps to "build walls" so that you limit yourself creatively and then become more focused on the important aspects of the design. I find that it helps me to…
I suggest you get better at drawing if you have the time. It's convenient to make a quick sketch to see if things work. Watch some Scott Robertson DVDs, they are very helpful.
Man, i'm NOT great with hard surface and scifi stuff, but the best advice i can give is what you already know: It doesn't come easy. Knowing you're using boring shapes and falling back on simple constructions is half the battle. Collect reference, both of real objects (ideally, anything with your precise problems) and…
The best thing you can do is not be a HUGE TURD LOLOLOLO, but seriously; What's being said here is awesome, next to that keep in mind that good design usually has foundation in reality and logic. Good scfi-fi looks at least plausible and doesn't annoy the viewer by looking "wrong", at least that's what I've picked up after…
Don't see drawing as an illustration tool, but as a problem solving tool. Most if not all great hard surface modelers out there do some sort of concept before building their final model (either straight 2D, or on top of a blockout). The reason is simply because it is much, much faster that way! Separating design from…