View Full Version : IDW #68: Timber Harvester
April 20th, 2008, 07:22 PM
Topic: Timber Harvester
Background: Forget environmental friendliness (although it does help in cases) or the care about rainforests, this machine solely exists to cut down trees and harvest the lumber for processing.
It should be able to cut down the tree, remove all the branches and either load it on a truck bed or cut it into convienent pieces so it can be transported easily.
1. Design and draw a Timber Harvester!
2. It must be able to cut down the trees and process them up to a certain point, so that it can be transported.
2. That's it... now draw!
Deadline: Saturday April 26
April 21st, 2008, 04:16 AM
it sounds easier to say than to do, but i think i might be in, in at least some capacity
April 21st, 2008, 11:16 AM
i'll try to be in if time allows it ....and try not to cry as i design this evil spirited machine
April 21st, 2008, 10:18 PM
Great topic! Here's my entry so far.
April 22nd, 2008, 02:53 PM
Really like that Vantrum. Looks like its looking for the trees
April 22nd, 2008, 04:40 PM
Hey, Vantrum - nice design! Reminds me of a bee collecting nectar, on an industrial-sized scale.
April 23rd, 2008, 03:31 PM
My entire industrial design visualization class at San Jose State will be joining this week's event. We are all ID students who just started digital painting two weeks ago. I am extremely impressed with the level of talent shown by the previous IDW winners and am excited to join in the deforestation efforts!
April 24th, 2008, 12:01 PM
Vantrum: I like what you've got going there :) Only thing not so clear is how it actually cuts down trees and strips them.
caartist: That'd be cool :) Hope to see you all in here.
April 24th, 2008, 06:39 PM
thought this was funny :-D
:P good design website yo, should check up on it every few days.
April 24th, 2008, 09:01 PM
I'm part of the ID class from SJSU. I really need to work on enviroments...
April 24th, 2008, 11:55 PM
where's sjsu yo? saint johns?
April 25th, 2008, 06:56 AM
SJSU = San Jose State University, we're in the Bay Area of California.
April 25th, 2008, 11:37 AM
Struggling to get back on track after some time out of the office and the invariable busy patch which follows.
Hopefully I'll get to put something together tonight and tomorrow.
Organic Machine – the shadows seem a little odd bellow the machine, they look like they're going into a single point rather than coming out from the lightsource. If you want to bring the machine more into the environment some interaction between the two might help, maybe physical or less distinct (like shadows from the trees falling across the machine). Not sure how you want to take the design/rendition but there are likely a couple of other pointers I'd give if you want them.
April 25th, 2008, 11:38 AM
Vantrum, maybe something to keep the wood in the container, If the harvester were to tilt forward (intentionally or not) the wood would pile straight out. really nice work though.
Given that you're an ID student, you really need to put function first. First thing that catches my eye is the fact that those feet are just going to sink straight into the ground.
Also, I don't really see how it works. I see its got some sort of gripping arm sprouting from somewhere, an some circular saws underneath... You've gone for a sort of scorpionesque form, so maybe look at how a scorpion would grip and cut/crush things. What do you think?
April 25th, 2008, 03:03 PM
Arg, I wish I wasn't busy this weekend so I could get it fixed before the contest is over... I'll do them anyway.
Nutkin: ooh okay, good idea. I'll try it out.
D-holme: Point out everything, I need to learn.
April 25th, 2008, 08:18 PM
I'm one of the SJSU students as well.
April 26th, 2008, 01:24 AM
This is my Timber Harvester.... the storage for wood is behind the machine which is the large green bag. It can change into different blades easily from the front blade storage.
April 26th, 2008, 02:46 AM
hehe, i am another sjsu student. and this is my bug machine.
April 26th, 2008, 04:20 AM
So many walking types, not surprising I guess for the environment (and what I went for too).
I saw this at a trade show years ago, which shows some of the practicalities of the design:
April 26th, 2008, 08:18 AM
Here's my timber harvester:
i'm not so great at drawing figures, but thought i'd give a try on this one to emphasize the scale.
April 26th, 2008, 08:47 AM
Late night and last minute project!
5:00am in the morning! :O
Anyways, also from SJSU as well, I am! Pleasure to meet you all, it is!
I derived the design from the Indian Katar and the Gundam 00 model Exia's sword.
When I thought about how to approach the problem I figured instead of doing a gigantic forest-eating machine I decided to make it a little more personal so I made a tree harvester hand-held!
The harvester has four blade lengths to cut the width of the tree and/or wood. it can go from 6 in to 6 ft.
The blade is also equipped with 3 heat settings for it to cut the trees, lvl1 for soft woods, lvl2 for hard woods, lvl3 for "forest fire". The heat is only concentrated on the edge of the blade so the blade not only gains more surface area but allows it to cut through it very smoothly.
Once the blade is retracted the pincers can extend and process the tree.
April 26th, 2008, 09:19 AM
"Tree Hugger" machine cuts and trims the trees then barks and peels the trunks.
I've no time to refine it, sorry.
P.S. Just seen Kemp Remillard's videos if it wasn't obvious...
April 26th, 2008, 09:21 AM
vantrum & revenebo: fantastic design, illustration and presentation
Organic Machine: there are some basic perspective issues going on with the legs that should have been mapped out before the illustration. Also besides the cutting of the timber, i don't get where it either stores or actually harvests the wood.
cavallino: decent design, i think the perspective on the object is alittle bland. When using a texture like you did, try to think about scale; The rocks on the ground are very large so the machine looks like a toy. Also try to incorporate the texture more with the rest of the piece. Adding a photo realistic texture into a stylized rendering looks very out of place.
danny2008: i have a very hard time following the design. I believe its because the render looks almost "glowly". Some of the best rendered industrial pieces are often very simple flat surfaces. Try thinking a bit more basic if full illustration is tough for you.
Liebeszauber: as with other entries, im not sure where this design is actually storing any of the lumber it cuts down. It is a concept but its not a functional concept in any sort. It also doesn't have scale because the way you presented the background looks like a poster on a wall. the legs are just stick figure legs, which doesn't show any mechanics of how it could possibly work.
Projekthokuzr: The design to me is a bit too posh, krome metal on a machine that isnt going to be seen by anyone other than middle class lumber jacks in a forest. It's also a bit too simplistic, it doesnt look like a modern vehicle i've seen and lacks believability....plus it looks like a toaster.
windstormstrike: as with others, theres no actual harvesting of the lumber. You have basically a ninja that runs around and causes tree destruction.... while i have to admit i actually like the design for what it is, but it doesn't truly fit the topic. The presentation of your design also is very lacking. The colors seem 1970's blueprint. I think you put a bit too much time into designing the figure in this piece also. It draws away from the design and sells "ANIME!", which a lot of clients will be instantly discouraged from the seriousness of the concept.
I'm a harsh critic, but I could have been harsher. Stick with the basics, stay clean, sharp, think more on the topics given and do your best to present the concepts as focused as possible.
April 26th, 2008, 09:37 AM
Organic Machine - Davi already mentioned the perspective/size issues with the legs. I also thought that the design could be brought out better with some mechanical details. At the moment it's very much just large blocks a suggestion of mechanism or workings whould help show off the function of different parts (even with legs which are fairly simple they could benefit from signs of how they are jointed/motivated).
Other people have already had a lot covered.
Revenebo - going off the figure shown in the 3D view the scale against the tree looks well out (even against a redwood or similar), the figure looks too small. The ortho view looks better but from past rounds I think the 3D view is too pure 3D for Yoitisi to take it to poll. It could use a bit of a paintover and the sub-division on the planer faces really need to be taken out as they just shout 3D (and serve no purpose to the visualization).
April 26th, 2008, 09:50 AM
D-Holme You're right about it all. The image isn't finished, I'll try to work on it more but I fear I have no time before the deadline (i.e. today). It's not a problem if it doesn't go to the poll, I posted it beacuse I thought the concept could be interesting.
davi Thank you!
vantrum Sooo good...
April 26th, 2008, 12:19 PM
Here is my entry. It can also drag timber truck with its hand, so accually truck can be just a platform with wheels.
April 26th, 2008, 01:46 PM
davi thANKs for ur comment... please take a look other upload that i did..
will those picture show my design a little bit clear?
April 26th, 2008, 03:38 PM
Thank you for the critique! :)
I can explain the color, the background was supposed to be a smoother and softer moss green, but photobucket.com couldn't take the color so that's why it's a bright-neon moss-green, oops... :P
To tell you the truth, the anime figure only took me two hours, the actual machine took me two days. But I do see that the figure does consume a lot of space and drives away from the product. Ah, well...I've been drawin' like that for a very long time and I find it hard getting rid of the habit. :(
Thanks again for pointing out my errors!:D
April 26th, 2008, 04:30 PM
Here is another one from SJSU!
April 26th, 2008, 05:00 PM
Still some 16 to 20 hours to go on this round everyone :)
I'll try to leave some comments tomorrow if I get up on time.
April 26th, 2008, 05:17 PM
(from another sjsu student)
What time, exactly, is the deadline for this project?
April 26th, 2008, 05:29 PM
Elizabethmufti: Make that 20 hours from the time I post this :P Timeszones make closing this activity on a specific time a bit difficult.
Not to discourage everyone from the San Jose State University (rather the opposite), but so far the quality of the work is on the edge. If you compare it to previous winners and rounds, I hope you can see what I mean. As said, I'll try to give some comments on the work and I hope to see you more often in here, but as it is several pieces won't make it to poll.
April 26th, 2008, 05:39 PM
Edit: Final Version
April 26th, 2008, 07:10 PM
Hi, this is another post from the first year Industrial Design class from SJSU. I know my work is not at the same level as a lot of the work on this site, but this is also my first month maybe at digital media ever and I hope you guys can help me get better at it. Any comments and positive criticism would be valuable.
I was going for a smaller scale operation and wanted to design a machine that could be used with current logging methods.
April 26th, 2008, 08:25 PM
I managed to work on the 3D a little. I'm falling asleep...
April 26th, 2008, 08:42 PM
I'm also a SJSU student.http://photos-e.ak.facebook.com/photos-ak-sf2p/v234/224/11/513853761/n513853761_440932_7067.jpg
April 26th, 2008, 09:40 PM
Not much detail. I've never done a drawing like this before.
April 26th, 2008, 10:23 PM
April 26th, 2008, 10:24 PM
i'm also from SJSU!
April 26th, 2008, 10:48 PM
First Year SJSU student...about 4 months working in digital...
April 26th, 2008, 10:48 PM
I don't mind if I'm not in the polls; experience & crit is what I wanted. Here's some detail on the arm and legs:
April 26th, 2008, 11:29 PM
Timber Harvester from SJSU student...
April 26th, 2008, 11:53 PM
I remembered watching a story on one designed on the way an insect walks way back pre 2000 (on a show called 'beyond 2000')...
April 27th, 2008, 12:00 AM
I'm an SJSU student, here's my timber harvester.
April 27th, 2008, 02:14 AM
SJSU student post: Timber Harvester
Tell me what you think! Thanks for your time!
April 27th, 2008, 02:47 AM
I remembered watching a story on one designed on the way an insect walks way back pre 2000 (on a show called 'beyond 2000')...
Cool one)) I want to draw smthng like this but ended with big brutal mashine))
April 27th, 2008, 03:48 AM
Here's my little harvester guy, I had some fun with this one, but there are still some things I really want to change.
April 27th, 2008, 04:09 AM
WIP update (top of this page) - I've fallen into a lull that I usually find about this stage in the work where I cannot easily see where to go next. Some of the LHS shading is out. It looks very flat in the centre though, maybe I need to break the tones up a bit. I've not shaded any of the yellows yet so I'll see how it looks with that and some of the thrown shadows in.
If anyone has any advice for it, then thanks.
April 27th, 2008, 05:21 AM
D-Holme I would block in some of the background just to understand the global lighting. And maybe push shadows and highlights to make clear what kind of material it is clad with (a thing I never do, so my works tend to be quite flat...).
April 27th, 2008, 07:21 AM
I'm yet another ID student from San Jose State. This is my final drawing as well as a picture of a model I made. I really liked working out how this thing worked because every little function added another level of cool detail to the drawing. Any criticism is welcome!
April 27th, 2008, 07:45 AM
revenbo....nice one...maybe some bolts to make it look more powerful...
April 27th, 2008, 11:38 AM
The SJSU submissions are from the Viz #2 class. So we're pretty new at the drawing digitally thing. IDW #68 was our assignment for this week. Here's mine. I'm still really slow with the tools etc.
April 27th, 2008, 01:57 PM
Yoitisi, Vantrum, Jim Hatama, all I want to say is I just hope I can one day draw like you guys digitally. I've been forcing myself lately to practice doing all digital sketches. Although looking at some of the other entrants I think I should do my linework on paper and scan it in now since I am a lot better with traditional mediums.
April 27th, 2008, 02:11 PM
sjsu, what kind of classes do you guys take in your first year?
April 27th, 2008, 05:17 PM
Slight extension, I'm a bit tired so I'll close it all tomorrow morning along with posting a new topic :)
April 27th, 2008, 05:25 PM
:( I've been refreshing and looking forward to it all day. its been the 27th for almost 24 hours over here in England :P
I want to crack on with the new theme
April 27th, 2008, 05:42 PM
Ginji – there always needs to be some flexibility to be fair to all the time zones, and anything like this must be down to the availability of the moderators who only do this on a voluntary basis.
April 27th, 2008, 09:59 PM
The first year ID program at San Jose State is based around two parallel classes. One of them is visualization. We started last fall learning perspective, how to apply shade/shadow, and presentational drawing. This spring we have been working on adding color and how to represent various materials as well as starting to work with Painter and Photoshop in the past few weeks.
We also have a course in which we are assigned a basic design problem that we have to work on, eventually producing a physical model in the shop. Last semester's projects mainly dealt abstractly with proportions and formal analysis. This spring we have real products to design. We already designed/built a chair and a set of drinking glasses, now we are working on a cargo box designed in the same style as a specific vehicle.
Hope this answers your question. This was fun and I hope to do this again over the summer (I will be up to my ears in projects for these classes until then).
Check this link if you want to see some of my projects: http://picasaweb.google.com/nerdyrockstar
April 27th, 2008, 10:03 PM
Hope this works this time, I couldn't figure out how to get the picture to show up.
April 28th, 2008, 12:33 AM
Good evening guys. I'm taking advantage of the extension. I started this morning and wanted to see how much I could get done under the older deadline. Well, I missed it, but I got a better sense of my time now! Anyway, hope you guys like, I've included the thumbs along with the final :yayca:
2057 AD. While the previous generations saved the forests and the planet for their children, they forgot every next generation rebelled against their parents thinking. With the 80s mentality of consumerism back, the thinking of 'living in the now' became the motto of the 2050s. Save the world for their children? Its not my fault they were born too late!
Type: Berkeley class
Longest operational harvester: A.Gore
Processing amount: 10 sq miles of forest a day
Power: Ford model fdt-150, diesel and coal hybrid engine.
April 28th, 2008, 06:07 AM
Revenebo: Almost made it to poll, but the design itself isn't fully developed and it's still too much of a simple 3d model to be allowed. I miss design clues like operator cabin, details that give it scale and that explain a bit more about the working of this machine (as the processing unit is right on top of it and visible, but I don't get what's going on there).
lkjhgfdsa: Too much of the machine is just a black silhouette. I get the idea of putting it into a forrest with shade of the trees and all, but that should never be an excuse not to show the design clearly. Overall it just misses important clues of how this machine really works.
To all of the students from the San Jose State University: I think a general comment is easier here, as I spot several common problems in all of your work. From what I gathered, you're all in your first year and have had about half a year of drawing classes. From my own experience at my university, being asked to design a large machine like a timber harvester is not easy and might not be the best way to learn the trade. To be honest, I wouldn't even trust many Master course students from my faculty with it. However, here are a few points to improve on:
If it's not clear from your drawings how your machine is supposed to work and what the design looks like, you basically lose everything of the work you put into designing it because no one gets what your design is actually about.
When presenting your design, make sure that the focus point is the design and not the person holding it or the trees around it. Putting detailed character beside your design usually distract, as humans tend to look at those first. A stick figure or something stylised like it will do the same trick but doesn't distract as much. Same with most other objects and pictures.
One other note, using someone else images as a background is basically a copyright infringment. I know most design studios use it as a fast way to make the environment of the product clear inhouse, but when submitting it to a public contest you could get into trouble. I'm not the person to kick you for that, but keep it in mind.
Although this differs not only from concept art to actual industrial design but also from person to person, there are a few general issues here. The most important one is that when designing something, don't go with just a single sketch/drawing. Designing is an iterative process.
The usual process is to start out by doing some research, gathering info and images of how the problem at hand is dealt with at the moment. Find out what the problems actually are. Without a problem, there is no need to design. For concept art, it's usually enough to get some reference images of current timber harvesters and similar machines.
When you've figured out what the problems are, do some thumbnails or sketches to get a direction for the design. Try to get some variation in there, as after this you'll have to make a choice for the final concept. If you have little variation, there's little to make a choice from.
Choose a sketch/thumbnail you like and that fits the topic (iow, it should be able to do what you design it for). Think of working principles, although you don't have to make this too technical. The final design should convince the viewer that it could actually work. Try to think of the style of the design as well. Is it just a couple of shapes thrown together or is there some cohesion in design language?
Only after this it is time to come with a final illustration and presentation. Make sure this covers all the things mentioned above, so you don't have to write down important clues of how it works. Images are stronger than written text to convey a design. Sometimes this means you need more than one drawing.
To come with a good design, it isn't necessary to draw well. Some of the best known designers couldn't draw to save their lives. However, the conceptart industry requires you to be able to draw because in the end, someone else has to put your drawings into a 3d model. If your drawing isn't clear, he/she will have a very tough job. Also, knowing your way around with perspective, anatomy, rendering of material etc. will very likely improve your designs as you get a better sense of how it all works out in 3d.
That said, I hope you all learned from this experience :)
April 28th, 2008, 06:08 AM
I'm going to close this round now. Poll will be up in a minute.
Poll: IDW #68: Timber Harvester - Voting (http://www.conceptart.org/forums/showthread.php?t=124434)
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