Results 211 to 240 of 372
August 11th, 2008 #211
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August 21st, 2008 #213
August 22nd, 2008 #214
August 23rd, 2008 #215On lower paths...
- Join Date
- May 2008
- Thanked 19 Times in 19 Posts
It's essential that you have fun at what you're doing, otherwise it's pointless to work your ass off for basically nothing since it's the process that counts, not the result.
I like yer designs btw, that last dinosaur poc is very cool
September 2nd, 2008 #216
September 13th, 2008 #217
September 13th, 2008 #218
September 13th, 2008 #219
I like those silhouette studies from the last post. I see a lot of cool designs in them. My favorite one is in the third row down third one on the right. It looks like some kind of organic spacecraft. Anyway, you have an awesome sketchbook goin, keep it up. Cheers'
"I must not fear. Fear is the mind-killer. Fear is the little-death that brings total obliteration. I will face my fear. I will permit it to pass over me and through me. And when it has gone past I will turn the inner eye to see its path. Where the fear has gone there will be nothing. Only I will remain."
--- Frank Herbert, Dune - Bene Gesserit Litany Against Fear
Check out my Sketchbook! Critique and Criticism welcomed.
or my Deviantart!
· or check out my: Blog
September 13th, 2008 #220Registered User
- Join Date
- Aug 2004
- Penticton, BC
- Thanked 128 Times in 85 Posts
Awesome man. You're going to be kicking ass by supper time if you keep on drawing this much. Love how you are designing things and making them work it's good practice. We will have to Oc some time ill give you a buzz next time I see you on. Keep up the good work
September 16th, 2008 #221
September 17th, 2008 #222
September 18th, 2008 #223
good work on the perspective practice, its important to have a feel for the fundamentals.
September 18th, 2008 #224
September 19th, 2008 #225
September 23rd, 2008 #226
Some more works, staying to spit out some markers. tommorow i have rendering, so i will learn what to do better / what ever a little faster than dicking around for weeks =D
yeah, im modeling some speakers right now in the shittiest program EVER.
AliasStudio 2009. Autodesk produces it, they also produce 3ds MAX and MAYA if you did not know, why my program chooses this shit program is BEYOND me.
September 26th, 2008 #227
great work and hook me up with the dream splicer
This should never happen though I mean really in every other piece you have great clean lines and then in this it is hard to tell any form at all because you can not tell which ;line is the correct line
but you are doing great just keep what you learn from studies and transfer it over
but ya keep it up man and stop by sometime
The Following User Says Thank You to jedininjaman For This Useful Post:
September 30th, 2008 #228
keep it up yur on the right track bro!
(scored to an IVAN MAXIMOV Classic animated short )
October 4th, 2008 #229
October 5th, 2008 #230
Great progress on your industrial design sketches The last asteroid miner is definitely an improvement over the older sketches, though I'm not entirely sure what you mean with that 'flap jack' sketch.
A couple of general things that might help you:
First of all, line quality can really help to make a drawing more clearer. In some of the sketches in the last and earlier post, you still scratch too much. This makes the drawings harder to read. If you have a complicated contour or line, break it up in it's basic parts (straight, curve to the left, curve to the right etc). Also, line weight can help to give a drawing more depth (for example, lines on the underside of an object or on the shadow side of an object can be heavier then lines on the light side -usually the top- of an object).
Secondly, you need to construct you're shapes a bit better. Even just adding a centreline over your shapes would already help enormously, as it'll help you keeping it symmetrical. More organic shapes usually need some cross-sections to be drawn first before you can draw the contour, because they are often hard to predict. Draw transparent (meaning, draw the lines you can't see at the back of an object too). If you need to add anything to the back of a shape, this will be a great help to make sure it aligns and connects properly to the initial object. Also, never leave lines out if they are right in front of the viewer like in the mixer drawing. You miss the lines that define the edges closest to the viewer, not drawing those lines means you miss an important piece of information for the construction of details like the holes on that edge.
Lastly, when cleaning up your line art like with the little turtle, you also lose a lot of information about shape and proportions (much like the example of the mixer above). This is fine if you plan on bringing that information back with rendering them out, but if you're not planning on fully painting them then leaving out all the sketch/construction lines will make your drawing less clear.
Hope that helps a bit
Last edited by yoitisi; October 5th, 2008 at 11:50 AM.
The Following User Says Thank You to yoitisi For This Useful Post:
October 17th, 2008 #231
thanks for your comments guys.
yoitisi, thanks for the reminders =D
heres some more, trying to figure out the whole 'draw cars like scott robertson' thing. they're pretty blocky and poopy but what ever.
the watch, motorcycle, and tank were done on vellum with markers, that was alot of fun. First time using vellum. it's like plastic tracing paper, super cool.
ima work on doing some interior renders for the idow and my rendering homework =D
some other projects im working on - Designer Luggage (Garment Bag, laptop bag, and a tote / duffle bag), a handheld shower head using the Electrolux design language and branding, pretty fun.. sort of, shower heads are sort of bleh. and im building a magnetic water fountain which should be super rad.
later dudes, stay busy!
October 22nd, 2008 #232
some other crap
im pretty unhappy with my sketching for some reason.
the main crit i got form my teacher was that i need too loosen up, but i am quite loose, looser than most others in the class it seems. I suppose it is because i tighten up near the end of a sketch to focus on details/darkening punch lines.
i cannot draw a head, except this talib kweli, but i drew him about 10 times, at least.
gotta do 15 product design sketches for rendering hw. bunch of em will be rendered on the cintiq, bleh.
October 23rd, 2008 #233
Dude your designs are getting much better! vehicles and objects are looking much more fluid and solid. And that face is by far your best yet! If it takes 10 times to get a head right, do it 10 times I say Keep up the hard work, big improvements are happening~ Draw draw draw!
October 23rd, 2008 #234
October 25th, 2008 #235
October 26th, 2008 #236
Been awhile since I've dropped by! Tons of improvement.
You can draw the shit out of some props and machinery, and your animals are marching right along as well. The screaming cat/ stork sketches are excellent.
What would you suggest if I were needing to get better at industrial design/ machinery? No matter how much I diddle, I always find it hard to wrap my mind around the anatomy of complex machines (in order to get creative with it, I mean).
Keep on trucking - and draw some more humans!
October 27th, 2008 #237
Great stuff lately! =D I dig those industrial design sketches in #230 =)
Keep working on your skills, and when you feel ready I would love to see a finished concept along with process-shots
October 27th, 2008 #238
October 31st, 2008 #239
thank you very much for the replies guys, you're great =D
Bunch o sketches, not even all of them, rawr.
got some shower head concepts goin on in here, my current Industrial Design 1 project. coming along pretty well.. ill have the entire project done soon and ill post it up along with the story.
OH P.S. I GOT ACCEPTED TO SCHOOL IN AUSTRALIA FOR NEXT SEMESTER!! WOOOO
November 4th, 2008 #240