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Author   Topic : "concept sketches input please!"
TENMAN
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Joined: 22 Aug 2000
Posts: 25
Location: San Diego,CA,USA

PostPosted: Mon Sep 11, 2000 9:58 am     Reply with quote
These are just some sketches I've been working on I've already got some input from Fred and was just looking for some more.

By the way the front of the ship is on the left.




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Vortx
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Joined: 21 Jun 2000
Posts: 196
Location: Los Angeles, CA USA

PostPosted: Mon Sep 11, 2000 10:19 am     Reply with quote
pretty interesting designs. Good to see concept art =)

comments: i can't tell if this is marker or photoshop, but same idea either way. Your over using the maker. They are starting to blend too much and becoming muddy. For quick concept sketches such as these, you should keep the render part nice and loose. Right now they look overworked. Try to follow the same marker stroks. Also use markers that are farther apart in their values (eg. #1, then 3, then 5). That way you can create hard edges and nice core shadows. Keep the marker as clean as your lines. Right now it looks like you spent more time on the line art and gave less thought to the markering.

Second comment; you should probably add in some more details to the ship to give it scale. Right now i can't tell what size it's at. I'm assuming it's very small according to the size of the bolts. But not sure...(i have this problem of showing scale myself...ugg)

Last comment, the upper room: the perspective on the front steps (the area closest to the viewer) seems to be off. Its center line doesn't follow the walkway.

Well, that's all. Good work tho. Keep 'em coming..

-feng
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anticz
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Joined: 08 May 2000
Posts: 285
Location: San Diego, CA, USA

PostPosted: Mon Sep 11, 2000 2:23 pm     Reply with quote
Nice, the cowbow reminds me of the Private from Galaxina. What was his name again.
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Jenn
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Joined: 25 Jul 2000
Posts: 1055
Location: Melbourne, VIC, OZ

PostPosted: Mon Sep 11, 2000 2:27 pm     Reply with quote
perdy

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DarkChyld
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Binke
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Joined: 27 Oct 1999
Posts: 1194
Location: Sweden

PostPosted: Mon Sep 11, 2000 2:53 pm     Reply with quote
I like the guy & the ship, looks really nice!btw Vortx, I think I saw one of your marker renderings, in the latest issue of PC Gamer here in sweden
It was for the game Battle Realms.

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TENMAN
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Joined: 22 Aug 2000
Posts: 25
Location: San Diego,CA,USA

PostPosted: Mon Sep 11, 2000 4:19 pm     Reply with quote
Thanx all that have replied.
vortx-very valid crits, I'm relatively inexperienced with markers. I admire your stuff alot appreciate the input

anticz-ummm I don't know what your talking about I've never even heard of that and even if I had I would not gank a design from a cheesy B movie staring a prominent playboy centerfold from 20 years ago oh I mean ahhh
'*running away redfaced *'

thanx to the others who have replied

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Gambit
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Joined: 01 Jul 2000
Posts: 213
Location: Las Vegas, NV, USA

PostPosted: Mon Sep 11, 2000 5:01 pm     Reply with quote
Great work here, TENMAN. Nice ship Keep on posting your stuff.

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WacoMonkey
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Joined: 26 Apr 2000
Posts: 172
Location: Santa Monica, CA, USA

PostPosted: Mon Sep 11, 2000 5:13 pm     Reply with quote
Hey, Erik!

Good sketches! Overall I like the concepts, particularily the interior and character design. Lets start with the interior. Cool general design, looks like a really interesting space, lots of potential for interesting lighting, good simple silhouettes and restrained use of greeblies for scale and detail. Main problem seems to be your ellipses in perspective. right now you have a couple of conflicting horizon lines. The most obvious converging lines in the scene (your bridge) define one horizon, which is fairly high in the composition. However, the curved lines defining the cross-section of your cylindrical space indicate a horizon line about mid-image. Based on the fact that the curves are roughly a mirror of each other, the horizon would be the flat line in between. This isn't supported by your round platforms, which are showing too much top surface.

Just as a suggestion, if you are just starting out dealing with complex perspective problems, either avoid circular forms or construct them first by properly laying out the square they would occupy. Nothing is harder to get right and more instantly noticeable as an ellipse out of perspective.

The Ship: You have some cool forms going on here, and it looks like you have a strong sense of form and intersection. On the whole though, as a design I'm having a hard time understanding what you're going for. I agree with Vortx that the scale is confusing, as the only reference I have to go off of is the rivets. At a guess I would say that it looks like some kind of sled that you ride on like a jet-ski, but there are no details such as seat to indicate that, and no details like windows to refute it. Yet clearly it is a "human" design, and rather primitive, as per the rivets.
I'm also a little worried about your comment that the front is to the left. It's okay to break the mould and design counter to expectations, but you have to be careful not to do it with forms AND details at the same time, or people just won't buy it. from peoples' experience of thing's that go fast, usually the pointy end is in the front. That's the form indicator. You also have two very distinct looking exhaust ports. They could, obviously be something else, but without any recognizable detail to refute that, how can anyone tell otherwise? That's the detail indicator. If you don't give the viewer some context in which to place the design, they will find one themselves, and you will only have yourself to blame. To have to tell someone which side is the front is not a good thing. Even if your design is intentionally alien, It should still have a natural logic, be self-explanatory in an alien way. What you have created is what in the auto industry we would have called a 'speed form' (in this case maybe a 'tech form') essentially a shape without an actual design. It is a compilation of forms and details that doesn't really telegraph any purpose.
As a small draughting note, make sure you scale your ellipses down on the 'far' thruster(?). Using the same size makes it look bigger than the foreground one.

The character looks really cool. I really love the bottom-heavy exaggeration of the forms, with the big boots, etc. the whole thing has a sort of high-tech deliverance-chic feel to it. Careful that the chest-piece doesn't get too Dr. Theopolous looking, with the stuff hanging around his neck.

I agree with all of Vortx's very astute comments on the rendering. As you know that kind of confidence just comes with time with the medium.

Looking good man, can't wait to see more. Thanks for your help in class. I gotta try not to be so heavy-handed with that charcoal!
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