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Bomb Squad Suit
Deadline: Sunday, May 18
This week we are designing the new suits for the 2020 Shanghai Police Department. The use of robotics in dangerous situations is widely used and has started to become integrated in the operator's suit. Although this is the case, some scenarios still require a human touch and this suit is also calibrated to allow the user maximum protection without compromising dexterity.
1. Design and draw a Bomb Squad Suit.
2. That's it... now draw!
Bleh, brain-dead, here's a wip. Pretty generic
Awesome topic Pixie Trick!
here's some exploration, it's to much something like number 1? a big heavy armor, nearly a robot?
Number 6 of your Thumbs is looking pretty cool. But Number 4 has also got something interesting on it.
Nice design and that presentation is also sick.
Keep it going
BTW: Admin? How should we understand it? Is vnmribaya closer to what you want or is it Ricky? Im quiet unsure so I prefer asking.
Last edited by Lucas Creteau; May 8th, 2014 at 03:09 AM.
First time doing an industrial design, not quiet sure how futuristic I'm allowed to go with it if it's only six years in the future. Would love any feedback.
vnmribayaI love the 1 design but I think 3 is probably stronger because it's more easily identifiable as a human in a suit rather than just a robot.
Ricky HoI know it's a tool box, but every time I look at yours I think he's carrying a lunch box and I think it's really cute.
I think youre aiming for the right thing. But its quiet hard to see something in this "chaos" of Brush Strokes. What ever, I would say you should do 3 or 5 Thumbnails before rendering this one directly.
Here are my Drawings I did in my Sketchbook. Tell me what you think of em.
I thought I'd leave a few notes on the current design of bomb squad suits in case that helps. I am NOT trying to make you design things that look like these. I'm trying to point out different paths that already exist as streams you can work with in a new design.
So this is your average suit. Note a few things.
- The hands are bare. This is so the guy inside can be as dexterous as possible and there's zero chance a glove will slip or keep him from getting full range of motion.
- It made of a lot softer construction than you might think. You know when you have a shirt with big had buttons that hurt when you lean on them? Now imagine that except they're being blowing into your body by explosives.... that's why. So lots of zippers, velcro and flat protective plates of Kevlar/composites covered in padding.
- The collar is an inverted cone to direct debris away from the head. There's also back of head padding to prevent whiplash.
On the other hand, demining and other explosives work is increasingly being done by robots because they can't die to put it bluntly. So you have robots which look like the first photo, and can do things like the second:
...and are small enough to be carried. Currently the person who is the bomb tech wouldn't be the one carrying the bot for the "metal is hard" reason outlined above.
Ricky Ho: Nice start! He's not looking all that modern though. Happily, this is the fun part to fix though! There's no need to reinvent the wheel with this topic, but I'd get some reference for modern technical shape and proportion from any concept tech up to and including coffee makers : solar coffee maker Pay attention to how one material transitions to another, or how a shape changes from hard to soft etc.
vnmribaya: I actually like the general massing of #3, but the shapes are pretty boring compared to the others. I like that you have shield leg/hand portions and it looks the most humanoid given that we're only looking 6 years in the future. All the others look pretty unstable and top heavy for this kind of task. I like the shapes and silhouette of #1 the most. I would nix all hanging and loose wires.
Clare Belshaw: Copy and paste Ricky's crit to yourself. The same things apply.
Lucas Creteau: Drawing wise, your sketches are lovely but messy. Your designs need a hierarchy, particularly #2. You can think of design in the same way as painting in some ways- pick and finesse the big shapes before working your way down. I took #1 of yours and did a paintover roughly identifying the primary, secondary and tertiary shapes. You can see how they are clarified by a silhouette, and how you might better sketch/paint it using that design/form information All I did was add value range through a multiply layer and black. There's a lot less detail, but it looks better, no?
Great work guys- keep at it.
lol, First page of google search win. Ahem, what I really mean is great minds work alike, right?
Also, I hope I didn't scare any of you away with the crits. Take them with a grain of salt as usual and feel free to argue/ask questions (constructively) about why/what I meant.
Awesome, thanks pixie trick, I just honestly felt very restrained by the 2020 year. I guess i just don't have high hopes for the future haha, but hey thanks for the tip, I'll be sure to acknowledge them.
NASA's new suit designs and even Honda robots are pretty spiffy and they exist now! And even if you kept the existing basic design, there's lots of ways to make it "prettier" even if that's not really the point of the suit. This is a site that focuses on game design for the most part after all, lol.
here's an update, still working on a bulky version; heavy armor and heavy use of neumatic actuators to maximize movility. This 3 versions have moderate armor protection, the first one very moderate, maybe more protection it s needed, but you can think about some new materials.and I have in mind something like explosive foam shield. feedback its very apreciatted.
The thermal visions are made for comparing the armor thikness, and because the look cool.
^^ Agree with Lucas. 2b, bigger shoulders but keep the shape they have now I think.
MrSun: I might test a few more diverse silhouettes before settling on one. You never know what awesome idea you're missing if you don't explore more than you think you should.