View Full Version : How do I get out of this mentality?
gogidolim
May 3rd, 2009, 12:39 AM
For the last couple of years, I started obsessing on the functions of the designs that I do. Because of that, I simply can't draw anything too imaginative. Take an example of giant robots. Now all of them I draw are basically giant men with armors because I became preoccupied with idea that 'to move like a human it has to shape like human and structured like a human'. So I have a real trouble drawing robots with mechanical joints and other 'robot-like' features.
One guy gave me a great advice that it's all about make-believe. But I really can't get out of worrying about the functions before lay down the design. Because of that tanks and other vehicles I draw are not so different from real world counterparts. (read:boring and unimaginative)
So what will help me get out of worrying about making a 'working design'?
EightArms
May 3rd, 2009, 01:15 AM
OP:
there is no reason not to make functional-looking imaginary objects. Perhaps your issue is making original, innovative designs??? At any rate, you've got to let go a little. Work on mentally visualizing something other than a boring old tank or humanoid robot. Look at other people's insane visions and think "how do they get there from here?" Might help.
123Hamster: All the practice in the world is useless without a direction. Are you focusing on correcting what you perceive to be wrong, or reinforcing your mistakes? Faces have certain structure and division that is fairly straightforward (for the most part)-- so maybe take a look at what you see is wrong, or get a critique here, and move forward from there. That you went to school for art and are still having trouble tells me that either your instructors didn't do their job... or you didn't do yours. ;) But there is always tomorrow, and you are in the right spot to get some help.
Viridis
May 3rd, 2009, 01:25 AM
Hey, just take pride in the fact that you can draw mechanical things at all. I can't even draw basic car shapes without a really good reference, and complicated things like mecha or vast technoscapes completely elude me. All those hard lines, edges and perspective are beyond my scope. I'm much more comfortable with figures and soft, round, organic shapes.
That said, I think you should take it in stages, little by little. If you draw mostly functional-looking objects, either try a very odd, extremely simplified form to help you boil things down to the essential design, or as you make similar-to-real designs, make little tweaks here and there. If you tweak things continually, eventually all those little changes will add up to a significantly different design.
worxe
May 3rd, 2009, 05:18 PM
you're worrying too much about rules and letting it cramp your work flow, just keep reminding yourself not to give two shits about the drawing and 'making it functional' and draw. things like that can be left for when you have to refine something after a thumbnail or sketch but at least you'll likely have a robot that's not humanoid at any rate.
having said that, its nice to have a keen eye for detail on real-world designs, but you don't have to stick to them 100%, its difficult to get a convincing tank rather than sci-fi fancy smooth plated tank #1532, so hold onto that, just don't let it stop you at every creative turn and again, don't be so precious with the sketches/thumbnails until you get to refining your work.
RyerOrdStar
May 3rd, 2009, 06:11 PM
Try modeling them after insects or animals instead, then. Many mecha designers base their designs off real world things, just not necessarily humans. They go after the most obscure things so no one can recognize the reference ;)
Luke M.
May 3rd, 2009, 09:14 PM
I agree, you need to expand your vocabulary of physical systems, shapes and mechanisms so that you aren't just confined to the human form. Once you've learned how a few different animals and machines work, you might find yourself instinctively synthesizing them in your mecha designs.
Basically I'd embrace your natural tendency towards plauseability rather than try to change it. Find what works for you.
Ninjerk
May 3rd, 2009, 09:20 PM
Consider as well, how much canon for popular TV shows, comics, books, and movies is reverse engineered from designs favoring form and very little attention paid to function. If you can dream it, it's likely someone can make it move.
In short, don't worry about it!
gogidolim
May 4th, 2009, 01:50 AM
Thanks for all the input.
I have Doug Chiang's book. I like his designs, except that the joint structures don't make sense to me... But it's really difficult to design working joint as an artist. When I think so much about the functionality, only one solution comes in mind. Artificial muscles and bones. So I have trouble drawing a mech that look like it's actually made out of mechanical parts. All of my robots look like Evangelions with heavier armors and without those ridiculous shoulder fins, which is impractical for the sake of movement.
J Wilson
May 4th, 2009, 11:12 AM
Look at actual machines and construction vehicles. There are plenty of ways to do moving parts and joints. My guess is that humans feel natural to you, because that is what is most familiar to you. 99 times out of 100, if you feel mentally blocked as an artist, it just means you need more research in an area. Once you have a solid understanding of a subject then you have the freedom to play and create in that area because you have a solid foundation to build on.
nonie
May 4th, 2009, 12:31 PM
Look at some robots on Youtube also. There's some amazing stuff that's not shaped like a human at all.
Cthogua
May 4th, 2009, 12:51 PM
Functionality is an important aspect of design, but unless it's really going to be built it only needs to look functional. Also, like everyone else has said, look at other methods of locomotion, if that's the design problem that you're hanging up on. Insects and animals, both large and small all provide time tested and evolution approved methods of locomotion might not seem all that intuitive, or obvious to begin with. The problem with applying logic to a design problem like "how will this thing move" is that without a reasonable education on the methods that work out in nature, you're likely to assume that the ones you DO know...especially human articulation and locomotion are the only ones that work. Nature can be very surprising.
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